rpherbig / dr-scripts

A series of Lich 5 (https://github.com/elanthia-online/lich-5) scripts for use with DragonRealms (http://www.play.net/dr/). Donations are welcome (http://www.paypal.me/rcuhljr)!
GNU General Public License v2.0
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ALCHEMY not working finding qun pollen #901

Closed Aurayn closed 7 years ago

Aurayn commented 8 years ago

looking for qun, not qun pollen?

[Alchemy Society, Supplies - 8862]
A pungent odor combines with the powder-filled air to make breathing here more difficult.  Racks of spices, herbs, plants and other materials line the walls as attendants scurry about helping customers.  Pewter trays in each corner hold burning incense sticks.  Despite the size and large amount of smoke wafting from each stick, it is nearly impossible to detect even a hint of their scent.  You also see a dry press, a large sign and a plant grinder.
Obvious exits: north, south.
>
[go2: travel time: 0:00:11]
--- Lich: go2 has exited.
[workorders]>order 15
The attendant says, "You can purchase (4 pieces) qun pollen for 106 Kronars.  Just order it again and we'll see it done!"
>
[workorders]>order 15
The attendant takes some coins from you and hands you (4 pieces) qun pollen.
>
[workorders]>put my qun pollen in my backpack
You put your pollen in your backpack.
>
[workorders]>order 15
The attendant says, "You can purchase (4 pieces) qun pollen for 106 Kronars.  Just order it again and we'll see it done!"
>
[workorders]>order 15
The attendant takes some coins from you and hands you (4 pieces) qun pollen.
>
[workorders]>put my qun pollen in my backpack
You put your pollen in your backpack.
>
[workorders]>order 15
The attendant says, "You can purchase (4 pieces) qun pollen for 106 Kronars.  Just order it again and we'll see it done!"
>
[workorders]>order 15
The attendant takes some coins from you and hands you (4 pieces) qun pollen.
>
[workorders]>put my qun pollen in my backpack
You put your pollen in your backpack.
>
--- Lich: remedy active.
[remedy]>get remed book
You get a book of journeyman remedy instructions from inside your backpack.
>
[remedy]>turn my book to chapter 5
You turn your book to chapter 5, entitled "External Scar Remedies".
>
[remedy]>read my book
              -=    Chapter 5 : External Scar Remedies    =-

 Page 1: some face ointment                      Page 6: some general purpose ointment
 Page 2: some body ointment                      Page 7: some body poultices
 Page 3: some limb ointment                      Page 8: some limb poultices
 Page 4: some skin ointment                      Page 9: some skin poultices
 Page 5: some face poultices                     
[remedy]>turn my book to page 1
>
You turn your book to page 1, instructions for crafting some face ointment.
>
[remedy]>study my book
You scan the face ointment instructions with a glance and completely understand all facets of the design.
You now feel ready to begin the crafting process.
Roundtime: 7 sec.
>
[remedy]>put my book in my backpack
You put your book in your backpack.
>
[remedy]>untie my mortar from my alchemist's belt
You remove an iron mortar from your alchemist's belt.
>
[remedy]>get my qun
What were you referring to?
>
[remedy: You seem to be missing: qun]
--- Lich: remedy has exited.
[workorders]>get my alchemy logbook
You get an alchemy work order logbook from inside your backpack.
>
Dartellum commented 8 years ago

I changed qun to pollen in the base-crafting.yaml file. I will submit for a PR shortly.

Aurayn commented 8 years ago

MORE TRIAGE: still not working

Welcome to DragonRealms (R) v2.00 Copyright 2016 Simutronics Corp. All Rights Reserved

--- Lich: lnet active.

--- Lich: repository active.

--- Lich: dependency active.

--- Lich: alias service started

--- Lich: listen active.


Last login : Monday, October 24, 2016 at 07:28:34

Logoff : Monday, October 24, 2016 at 20:44:23

--- Lich: roomnumbers active.

[repository: Lich is up-to-date]

--- Lich: circlemonitor active.

--- Lich: error: undefined local variable or method custom_require' for #<Scripting:0x49ab908> circlemonitor:7:inscript' C:/LICH/lich/lich.rbw:2533:in `eval'

--- Lich: afk active.

--- Lich: error: undefined local variable or method custom_require' for #<Scripting:0x47e8de0> afk:5:inscript' C:/LICH/lich/lich.rbw:2533:in `eval'

--- Lich: keepalive active.

--- Welcome to LNet. I think so, Doctor. But are these really the legs of a show girl?

[Provincial Bank, Teller - 1900] A neat row of barred windows faces you along a marble counter. Several patrons are already busy but there seems to be one window available. The clerk smiles at you and beckons you over. You also see a freshly painted sign. Also here: Cazzerkon who is darkened by an unnatural shadow. Obvious exits: out.

[You are standing up.]

--- Lich: afk has exited.

--- Lich: circlemonitor has exited.

[repository: map database is up-to-date]

[repository: done]

[repository: scripts are up-to-date]

--- Lich: repository has exited.

;circlecheck next

--- Lich: circlecheck active.

--- Lich: error: undefined local variable or method custom_require' for #<Scripting:0xb6fb1d0> circlecheck:5:inscript' C:/LICH/lich/lich.rbw:2533:in `eval'

--- Lich: circlecheck has exited.

*************************IMPORTANT!*************************    
    Closing the StormFront front end does NOT necessarily       
   drop your character from the game!  Type QUIT or EXIT!       
*************************IMPORTANT!*************************    
 PvP has strict rules!  See NEWS 5 15, NEWS 5 24, NEWS 5 25!    
  Scripting is ok, but you must be responsive!  NEWS 5 17!      
       Vulgarity is not allowed in public!  NEWS 5 7!           
*************************IMPORTANT!*************************    

              Enjoy DragonRealms?  Vote Today!                  
                   Visit Top Mud Sites!

--- Lich: 'textsubs' has been stopped by dependency.

--- Lich: 'listen' has been stopped by dependency.

--- Lich: listen has exited.

--- Lich: 'keepalive' has been stopped by dependency.

--- Lich: keepalive has exited.

--- Lich: listen active.

--- Lich: keepalive active.

--- Lich: 'roomnumbers' has been stopped by dependency.

--- Lich: roomnumbers has exited.

--- Lich: afk active.

--- Lich: roomnumbers active.

[drinfomon]>exp all

Circle: 49 Showing all skills that you have skill in.

      SKILL: Rank/Percent towards next rank/Amount learning/Mindstate Fraction
Shield Usage:     91 02% clear          (0/34)     Light Armor:    137 80% clear          (0/34)
 Chain Armor:      8 86% clear          (0/34)      Brigandine:      2 00% clear          (0/34)
 Plate Armor:      2 00% clear          (0/34)       Defending:     88 49% clear          (0/34)

Parry Ability: 70 90% clear (0/34) Small Edged: 89 11% clear (0/34) Large Edged: 7 15% clear (0/34) Twohanded Edged: 1 00% clear (0/34) Small Blunt: 64 91% clear (0/34) Large Blunt: 1 00% clear (0/34) Twohanded Blunt: 1 00% clear (0/34) Slings: 1 00% clear (0/34) Bow: 13 23% clear (0/34) Crossbow: 1 00% clear (0/34) Staves: 1 00% clear (0/34) Polearms: 11 06% clear (0/34)

[drinfomon]>info

Light Thrown:     66 89% clear          (0/34)    Heavy Thrown:      1 00% clear          (0/34)
    Brawling:     64 16% clear          (0/34)  Offhand Weapon:      1 00% clear          (0/34)

[afk: Afk script started - pausing for 10 seconds or until health passes threshold]

Melee Mastery: 74 46% clear (0/34) Missile Mastery: 57 83% clear (0/34) Lunar Magic: 3 09% clear (0/34) Arcana: 4 85% clear (0/34) Targeted Magic: 21 90% clear (0/34) Augmentation: 0 66% clear (0/34) Debilitation: 13 42% perusing (2/34) Utility: 2 78% clear (0/34) Warding: 3 36% clear (0/34) Sorcery: 9 82% clear (0/34) Evasion: 91 97% clear (0/34) Athletics: 125 72% clear (0/34) Perception: 166 31% clear (0/34) Stealth: 78 07% clear (0/34) Locksmithing: 22 28% clear (0/34) Thievery: 2 70% clear (0/34) First Aid: 140 55% deliberative (11/34) Outdoorsmanship: 139 64% clear (0/34) Skinning: 32 60% clear (0/34) Forging: 287 68% riveted (28/34) Engineering: 280 82% concentrating (9/34) Outfitting: 268 18% clear (0/34) Alchemy: 118 37% clear (0/34) Scholarship: 225 49% thoughtful (4/34) Mechanical Lore: 189 62% perusing (2/34) Appraisal: 224 01% clear (0/34) Performance: 12 05% clear (0/34) Tactics: 105 80% clear (0/34) Trading: 258 40% intrigued (16/34)

Total Ranks Displayed: 3667 Time Development Points: 32 Favors: 22 Deaths: 0 Departs: 0 Overall state of mind: clear EXP HELP for more information

Name: Barder Sans'abar Race: Human Guild: Trader Gender: Male Age: 20 Circle: 49 You were born on the 18th day of the 3rd month of Lirisa the Archer in the year of the Golden Panther, 401 years after the victory of Lanival the Redeemer.

Your birthday is more than 6 months away.

 Strength :  17              Reflex :  17  
  Agility :  17            Charisma :  50  

Discipline : 20 Wisdom : 32
Intelligence : 32 Stamina : 17

Concentration : 362 Max : 362

   Favors : 22
     TDPs : 32

Encumbrance : None (0/11)

Wealth: 3 silver Kronars (300 copper Kronars). No Lirums. No Dokoras.

Debt: You owe 4 silver, 3 bronze, and 2 copper Kronars to the Principality of Zoluren. (432 copper Kronars)

[drinfomon]>exp all

Circle: 49 Showing all skills that you have skill in.

      SKILL: Rank/Percent towards next rank/Amount learning/Mindstate Fraction
Shield Usage:     91 02% clear          (0/34)     Light Armor:    137 80% clear          (0/34)
 Chain Armor:      8 86% clear          (0/34)      Brigandine:      2 00% clear          (0/34)
 Plate Armor:      2 00% clear          (0/34)       Defending:     88 49% clear          (0/34)

Parry Ability: 70 90% clear (0/34) Small Edged: 89 11% clear (0/34) Large Edged: 7 15% clear (0/34) Twohanded Edged: 1 00% clear (0/34) Small Blunt: 64 91% clear (0/34) Large Blunt: 1 00% clear (0/34) Twohanded Blunt: 1 00% clear (0/34) Slings: 1 00% clear (0/34) Bow: 13 23% clear (0/34) Crossbow: 1 00% clear (0/34) Staves: 1 00% clear (0/34) Polearms: 11 06% clear (0/34) Light Thrown: 66 89% clear (0/34) Heavy Thrown: 1 00% clear (0/34) Brawling: 64 16% clear (0/34) Offhand Weapon: 1 00% clear (0/34) Melee Mastery: 74 46% clear (0/34) Missile Mastery: 57 83% clear (0/34) Lunar Magic: 3 09% clear (0/34) Arcana: 4 85% clear (0/34) Targeted Magic: 21 90% clear (0/34) Augmentation: 0 66% clear (0/34) Debilitation: 13 54% clear (0/34) Utility: 2 78% clear (0/34) Warding: 3 36% clear (0/34) Sorcery: 9 82% clear (0/34) Evasion: 91 97% clear (0/34) Athletics: 125 72% clear (0/34) Perception: 166 31% clear (0/34) Stealth: 78 07% clear (0/34) Locksmithing: 22 28% clear (0/34) Thievery: 2 70% clear (0/34) First Aid: 140 72% clear (0/34) Outdoorsmanship: 139 64% clear (0/34) Skinning: 32 60% clear (0/34) Forging: 287 97% clear (0/34) Engineering: 280 92% clear (0/34) Outfitting: 268 18% clear (0/34) Alchemy: 118 37% clear (0/34) Scholarship: 225 53% clear (0/34) Mechanical Lore: 189 64% clear (0/34) Appraisal: 224 01% clear (0/34) Performance: 12 05% clear (0/34) Tactics: 105 80% clear (0/34) Trading: 258 58% clear (0/34)

Total Ranks Displayed: 3667 Time Development Points: 32 Favors: 22 Deaths: 0 Departs: 0 Overall state of mind: clear EXP HELP for more information

;circlecheck next

--- Lich: circlecheck active.

Your next level will award: 150 TDPs

You have enough 1st Weapon (Small Edged) for circle 49 and need 1 (90) ranks for circle 50

You have enough 3rd Survival (Outdoorsmanship) for circle 49 and need 1 (140) ranks for circle 50

You have enough Trading for circle 49 and need 2 (260) ranks for circle 50

You have enough 1st Armor (Light Armor) for circle 49 and need 3 (140) ranks for circle 50

You have enough 1st Survival (Perception) for circle 49 and need 4 (170) ranks for circle 50

--- Lich: circlecheck has exited.


* Please check NEWS NEXT for unread NEWS items. *


skill

Circle: 49 Showing all skills with field experience.

      SKILL: Rank/Percent towards next rank/Amount learning/Mindstate Fraction

    No skills have field experience or none meet your criteria!

Total Ranks Displayed: 0 Time Development Points: 32 Favors: 22 Deaths: 0 Departs: 0 Overall state of mind: clear EXP HELP for more information

look in my back In the backpack you see an iron drawknife, some knitting needles, a basic stamp, a blue gem pouch, a stirring rod, an iron mortar, a journeyman remedy book, an alchemy logbook, an iron pestle, a glowing Kertigen orb, a crimson glass ring, a pair of copper zills, a throwing spike, a cerulean razor, a golden dolphin, a journeyman tailoring book, some wool yarn, an outfitting logbook, some knitting needles, a journeyman shaping book, an engineering logbook, a carving knife, a wood shaper, a metal drawknife, an iron rasp, a simple compendium, a journeyman blacksmithing book, a flask of oil, a forging logbook, some plain pliers and a basic stamp. .go [Script GO is running, Esc to cancel, Shift-Esc to pause] ;go 4652 [script done]

--- Lich: go2 active.

[go2: ETA: 0:00:01 (7 rooms to move through)]

[go2]>out

You go out. [First Provincial Bank, Lobby - 1901] Marble tiled floors covered with heavy rugs and walls of polished jasper that gleam a cool blue mark this bank as solid and secure (and expensive). An official money-changing booth is to one side and a row of tellers windows faces you. Several guards, armed and armored, stand ready for trouble of any sort. Near the tellers stands a table of fine wood for those who need to do some writing. You also see a money-changer's booth, a bucket of viscous gloop and the tellers' windows. Obvious exits: out.

[go2]>out

Cazzerkon just arrived. You go out. [The Crossing, Hodierna Way - 732] The hustle of crowds making their way between the secular and religious centers of town that converge here carries you along with its momentum. The granite and marble facade of the First Provincial Bank catches your eye, standing before you as solid as its name. A Gor'Tog guard armed with pike and crossbow is posted at the door, while a few well-dressed merchants congregate outside. You also see a large parchment and a big orange sign with a picture of a smiling Dwarf. Obvious paths: east, southwest, northwest.

[go2]>east

You go east. [The Crossing, Hodierna Way - 731] When no straggling pedestrian heads home for the night and no squeaking caravan wheels break the silence, sometimes a nightingale can be heard. Lamps in the windows of the Orders headquarters show someone is working late, and light shines to the southwest, where the Temple illuminates the dark sky. You also see a walkway ramp and a news stand with a parchment scroll on it. Obvious paths: north, east, south, west.

[go2]>north

You go north. [The Crossing, Albreda Boulevard - 754] The blank side of the Town Hall building stands to the west, its modest construction evident from this oblique angle. Upscale emporiums and services line the east side of the broad boulevard here, with shoppers casually glancing in the windows and doors to see the latest in trade goods from the outlying lands of Elanthia. You also see a gilded walkway. Obvious paths: north, south, west.

[go2]>north

You go north. [The Crossing, Albreda Boulevard - 751] This broad junction links Albreda Boulevard with the pleasant, tree-lined street to the west and the flower-dappled lane to the north. Such a refreshing vista invites you to stop and soak in the town's atmosphere. To the west you see the gabled slate roof of Town Hall. From the northwest comes the hue and cry of itinerant merchants, peddlers and soothsayers, vying for the attention of the adventurers gathered there in the Town's Green. You also see a gilded walkway and Grisgonda's Jewelry Shop. Obvious paths: north, south, west.

[go2]>go shop

[Grisgonda's Gems and Jewels - 4697] As you step into the room, your feet sink into plush carpets. The walls are set with numerous locked display cases. A well-dressed guard gives you a polite visual once over and steps aside so you may enter. Gems of every sort and size, from slivers of plain looking crystal to a massive heart-shaped gem the size of a Gor'Tog's fist are displayed. Grisgonda herself sits at a plain black marble desk with a bright lamp upon it inspecting gems that have been brought in for sale by other adventurers. You also see a side room and a gold easel with a leather-bound catalog on it. Obvious exits: out.

[go2]>go room

[Grisgonda's, Appraisal Room - 4652] This small room is filled with the subdued glimmer of many gems. Locked cases of heavy crystal line the walls, each containing a staggering array of precious stones and gems of endless variety, cut, color and shape. A soft white light falls upon a small table covered with black velvet. It radiates from a curious lamp set in the center of the table. You also see some display cases with several things on it, a Dwarven appraiser and a silver bucket. Also here: Tradesman Deschein. Obvious exits: out.

[go2: travel time: 0:00:04]

--- Lich: go2 has exited.

.tief [Script TIEF is running, Esc to cancel, Shift-Esc to pause] get my tongs
tie my tongs to my forg belt get my hammer tie my hammer to my forg belt get my rod
You pull at it, but the ties prevent you. Maybe if you untie it, first? tie my rod to my forg belt You must be holding the item to tie to the belt. get my bellows You pull at it, but the ties prevent you. Maybe if you untie it, first? You must be holding the item to tie to the belt. tie my bellows to my forg belt You get a stirring rod with decorative platinum accents from inside your backpack. get my shovel There's no more room on the forger's belt for the stirring rod, try untying something first! [If you have tied something that has something else on it, try untying that item first.] You pull at it, but the ties prevent you. Maybe if you untie it, first? You must be holding the item to tie to the belt. tie my shovel to my forg belt You pull at it, but the ties prevent you. Maybe if you untie it, first? look on my forg belt [script done] You must be holding the item to tie to the belt. On the forger's belt you see a leather bellows, a stirring rod, a curved shovel, some polished tongs and a forging hammer. .tiea [Script TIEA is running, Esc to cancel, Shift-Esc to pause] get my mortar to my alc belt tie my mortar to my alc belt get my pestle to my alc belt tie my pestle to my alc belt get my mix stick to my alc belt tie my mix stick to my alc belt get my sieve to my alc belt tie my sieve to my alc belt get my bowl to my alc belt You get an iron mortar from inside your backpack which is mortar your alchemist's belt. tie my bowl to my alc belt look on my alch belt [script done] You attach an iron mortar to your alchemist's belt. You get an iron pestle from inside your backpack which is pestle your alchemist's belt. You attach an iron pestle to your alchemist's belt. You pull at it, but the ties prevent you. Maybe if you untie it, first? You must be holding the item to tie to the belt. You pull at it, but the ties prevent you. Maybe if you untie it, first? You must be holding the item to tie to the belt. You pull at it, but the ties prevent you. Maybe if you untie it, first? You must be holding the item to tie to the belt. On the alchemist's belt you see an iron pestle, an iron mortar, a large bowl, a grooved mixing stick and an oblong wire sieve. spec fines You focus yourself on presenting your best appearance, and feel your confidence grow as you realize you are able to act with greater finesse. get pou You get a blue gem pouch from inside your backpack. sell pou

You ask the Dwarf to buy a blue gem pouch. The Dwarven appraiser scrutinizes the contents of the gem pouch carefully, then hands you 277577 Kronars.

skill

Circle: 49 Showing all skills with field experience.

      SKILL: Rank/Percent towards next rank/Amount learning/Mindstate Fraction
     Trading:    258 58% scrutinizing  (17/34)

Total Ranks Displayed: 258 Time Development Points: 32 Favors: 22 Deaths: 0 Departs: 0 Overall state of mind: clear EXP HELP for more information

.tiea [Script TIEA is running, Esc to cancel, Shift-Esc to pause] get my mortar to my alc belt tie my mortar to my alc belt You pull at it, but the ties prevent you. Maybe if you untie it, first? get my pestle to my alc belt tie my pestle to my alc belt You must be holding the item to tie to the belt. You pull at it, but the ties prevent you. Maybe if you untie it, first? get my mix stick to my alc belt You must be holding the item to tie to the belt. tie my mix stick to my alc belt You pull at it, but the ties prevent you. Maybe if you untie it, first? get my sieve to my alc belt tie my sieve to my alc belt You must be holding the item to tie to the belt. get my bowl to my alc belt You pull at it, but the ties prevent you. Maybe if you untie it, first? tie my bowl to my alc belt You must be holding the item to tie to the belt. look on my alch belt [script done] You pull at it, but the ties prevent you. Maybe if you untie it, first? You must be holding the item to tie to the belt. On the alchemist's belt you see an iron pestle, an iron mortar, a large bowl, a grooved mixing stick and an oblong wire sieve. stow You put your rod in your backpack. drop pou You drop a blue gem pouch. look in my back In the backpack you see a stirring rod, an iron drawknife, some knitting needles, a basic stamp, a journeyman remedy book, an alchemy logbook, a glowing Kertigen orb, a crimson glass ring, a pair of copper zills, a throwing spike, a cerulean razor, a golden dolphin, a journeyman tailoring book, some wool yarn, an outfitting logbook, some knitting needles, a journeyman shaping book, an engineering logbook, a carving knife, a wood shaper, a metal drawknife, an iron rasp, a simple compendium, a journeyman blacksmithing book, a flask of oil, a forging logbook, some plain pliers and a basic stamp. .log [Script LOG is running, Esc to cancel, Shift-Esc to pause] read logbook read second logbook read third logbook You open your logbook and sort through its contents. This logbook is tracking a work order that has expired. You must untie any items bundled with the logbook then ASK the trainer for another work order. You open your logbook and sort through its contents. This logbook is not currently tracking any work orders.

This logbook has been used to complete: 0 Easy, 0 Challenging and 0 Hard Jewelry making work orders. 0 Easy, 421 Challenging and 0 Hard Tailoring work orders. 0 Easy, 0 Challenging and 0 Hard Artistry work orders.

read fourth logbook read fifth logbook [script done] You open your logbook and sort through its contents. This logbook is not currently tracking any work orders.

This logbook has been used to complete: 0 Easy, 0 Challenging and 0 Hard Tinkering work orders. 0 Easy, 302 Challenging and 0 Hard Shaping work orders. 0 Easy, 0 Challenging and 0 Hard Carving work orders. You open your logbook and sort through its contents. This logbook is not currently tracking any work orders.

This logbook has been used to complete: 0 Easy, 594 Challenging and 0 Hard Blacksmithing work orders. 0 Easy, 0 Challenging and 0 Hard Armorsmithing work orders. 0 Easy, 0 Challenging and 0 Hard Weaponsmithing work orders. I could not find what you were referring to.

;workorders "remedies"

--- Lich: go2 active.

[go2: ETA: 0:00:02 (13 rooms to move through)]

[go2]>out

You go out. [Grisgonda's Gems and Jewels - 4697] As you step into the room, your feet sink into plush carpets. The walls are set with numerous locked display cases. A well-dressed guard gives you a polite visual once over and steps aside so you may enter. Gems of every sort and size, from slivers of plain looking crystal to a massive heart-shaped gem the size of a Gor'Tog's fist are displayed. Grisgonda herself sits at a plain black marble desk with a bright lamp upon it inspecting gems that have been brought in for sale by other adventurers. You also see a side room and a gold easel with a leather-bound catalog on it. Obvious exits: out.

[go2]>out

You go out. [The Crossing, Albreda Boulevard - 751] This broad junction links Albreda Boulevard with the pleasant, tree-lined street to the west and the flower-dappled lane to the north. Such a refreshing vista invites you to stop and soak in the town's atmosphere. To the west you see the gabled slate roof of Town Hall. From the northwest comes the hue and cry of itinerant merchants, peddlers and soothsayers, vying for the attention of the adventurers gathered there in the Town's Green. You also see a gilded walkway and Grisgonda's Jewelry Shop. Obvious paths: north, south, west.

[go2]>south

You go south. [The Crossing, Albreda Boulevard - 754] The blank side of the Town Hall building stands to the west, its modest construction evident from this oblique angle. Upscale emporiums and services line the east side of the broad boulevard here, with shoppers casually glancing in the windows and doors to see the latest in trade goods from the outlying lands of Elanthia. You also see a gilded walkway. Obvious paths: north, south, west.

[go2]>south

You go south. [The Crossing, Hodierna Way - 731] When no straggling pedestrian heads home for the night and no squeaking caravan wheels break the silence, sometimes a nightingale can be heard. Lamps in the windows of the Orders headquarters show someone is working late, and light shines to the southwest, where the Temple illuminates the dark sky. You also see a town guard, a walkway ramp and a news stand with a parchment scroll on it. Obvious paths: north, east, south, west.

[go2]>west

You go west. [The Crossing, Hodierna Way - 732] The hustle of crowds making their way between the secular and religious centers of town that converge here carries you along with its momentum. The granite and marble facade of the First Provincial Bank catches your eye, standing before you as solid as its name. A Gor'Tog guard armed with pike and crossbow is posted at the door, while a few well-dressed merchants congregate outside. You also see a large parchment and a big orange sign with a picture of a smiling Dwarf. Also here: Malwist. Obvious paths: east, southwest, northwest.

[go2]>southwest

You run southwest. [The Crossing, Immortals' Approach - 741] This stretch of road is wide and paved with smooth stone blocks. Cherry trees in carved stone planters border the sweeping approach while softening the exterior walls surrounding the Temple grounds. Flames brightly visible in the dark flare from the tops of three tall towers standing guard over the orb of the Main Temple. Fragile walkways lash the towers to each other high above the orb. You also see the Longbow Bridge, the locked almsbox and a high granite wall surrounding the temple grounds. Obvious paths: northeast, northwest.

[go2]>go bridge

[The Crossing, Chieftain Walk - 928] This busy threeway is a vital link. The Longbow Bridge feeds into it from the northeast, and the warehouse and dock district which stand to the south and west bustle with activity. The commercial district to the northwest, and the pleasant and populous beach resort are to the southeast, just at the mouth of the River Oxenwaithe, where it empties into the Segoltha.
Obvious paths: north, southeast, southwest.

[go2]>north

You run north. [The Crossing, 3 Retainers' Crescent - 927] The Longbow Bridge is due east, as the river flows beneath it, just at the edge of your vision. To the south is the Shipyard and The Strand, a pleasant beach where the two rivers that define the life of the Crossing meet. To the west are the commercial institutions that are the centers of trade and finance. You also see a silverfish. Obvious paths: north, south, west.

[go2]>west

You run west. [The Crossing, Drayhorse Trace - 924] The constant clamor of hooves on cobblestones echoes off the walls of the distribution centers, granaries, magazines, and storehouses that border the street in this part of town. Horse-drawn flatbed wagons, mounted merchants on fine steeds, and carriages bearing regal ladies all clatter by, raising whorls of dust.
Obvious paths: east, northwest.

[go2]>northwest

You run northwest. [The Crossing, Drayhorse Trace - 911] A long, fortified warehouse here extends to the west into Mercantile Street. It looks more like some kind of military storehouse or armory. Guards dressed in some kind of private uniforms discourage you from further satisfying your curiosity about the structure. You turn your attention to the waters of the River Oxenwaithe, which from this spot is visible both to the north and the east, as it snakes its way southwards around this promontory.
Obvious paths: north, southeast, west.

[go2]>north

You run north. [The Crossing, Gold Barque Quay - 910] Several swank-looking private boats, gondolas and a few sleek, flat-bottomed river boats are tied up here. A large log raft stands in dry dock on some stone pilings, ready to be put into service on those occasions when the floods of demonic weather cause the River Oxenwaithe to o'erflow its banks and wash out the town's two bridges or if invaders breach the town's defenses and set torch to them.
Obvious paths: southeast, south, west.

[go2]>west

You go west. [The Crossing, Bank Street - 909] The Moneylender's commands a breathtaking view of the River Oxenwaithe and its aquatic commerce flowing south towards the mighty Segoltha River and thence eastward to the sea. From its top-floor windows the bankers can keep watch over the Traders' Guild to the west, and can view the low sprawling warehouses and docks to the south. Directly across the river is a curious dwelling with a glass gazebo atop it. You also see a well-used road leading to the Engineering Society Depot and the Zoluren Alchemy Society Building. Obvious paths: east, west.

[go2]>go buil

[Alchemy Society, Entrance - 8859] Ill-fitted boulders jut at odd angles from the damp granite walls. Even the ceiling looks a bit ramshackle here, as though the entry-way were built with speed more than safety in mind. A slight draft blows from deep inside the building and carries a mixture of odd smells with it. You also see an oak door and a prestige board. Obvious exits: south.

[go2: travel time: 0:00:05]

--- Lich: go2 has exited.

--- Lich: go2 active.

[go2: ETA: 0:00:00 (1 rooms to move through)]

[go2]>south

You go south. [Alchemy Society, Tool Shop - 8860] Tall oak supply crates flank an extended counter displaying various alchemical tools for sale. A pair of robed individuals rush about helping customers restock. You notice the overwhelming combination of smells is somewhat reduced here. You also see a clerk, a plant grinder, a large sign, a sturdy low counter with a small placard on it and a dry press. Obvious exits: north, south.

[go2: travel time: 0:00:00]

--- Lich: go2 has exited.

--- Lich: go2 active.

[go2: ETA: 0:00:00 (1 rooms to move through)]

[go2]>south

You go south. [Alchemy Society, Bookstore - 8861] A haze of dust permeates the air and casts a glow about the wall torches. A large bookshelf rests against the back wall and a robed figure scurries up and down a ladder to sell tomes and recipes to interested patrons. You also see a large sign. Obvious exits: north, south.

[go2: travel time: 0:00:00]

--- Lich: go2 has exited.

--- Lich: go2 active.

[go2: ETA: 0:00:00 (1 rooms to move through)]

[go2]>south

You go south. [Alchemy Society, Supplies - 8862] A pungent odor combines with the powder-filled air to make breathing here more difficult. Racks of spices, herbs, plants and other materials line the walls as attendants scurry about helping customers. Pewter trays in each corner hold burning incense sticks. Despite the size and large amount of smoke wafting from each stick, it is nearly impossible to detect even a hint of their scent. You also see Alchemy Society Master Lanshado, a plant grinder, a large sign and a dry press. Obvious exits: north, south.

[go2: travel time: 0:00:00]

--- Lich: go2 has exited.

[workorders]>get my alchemy logbook

You get an alchemy work order logbook from inside your backpack.

[workorders]>ask Lanshado for challenging remedies work

Lanshado shuffles through some notes and says, "Alright, this is an order for some chest salve. I need 5 stacks (5 uses each) of superior quality, made from any material and due in 155 roisaen. Please complete the items, bundle them with your logbook and then give me the logbook to complete this order. Good luck!"

You seem to recall this item being somewhere in chapter 3 of the instruction book.

[workorders]>ask Lanshado for challenging remedies work

Lanshado shuffles through some notes and says, "Alright, this is an order for some face ointment. I need 2 stacks (5 uses each) of superior quality, made from any material and due in 75 roisaen. Please complete the items, bundle them with your logbook and then give me the logbook to complete this order. Good luck!"

You seem to recall this item being somewhere in chapter 5 of the instruction book.

[workorders]>put my logbook in my backpack

You put your logbook in your backpack.

[workorders]>wealth kronars

27 platinum, 7 gold, 8 silver, 7 bronze, and 7 copper Kronars (277877 copper Kronars).

[workorders]>get coal nugget from my backpack

What were you referring to?

[workorders]>get second coal nugget from my backpack

What were you referring to?

--- Lich: go2 active.

[go2: ETA: 0:00:04 (24 rooms to move through)]

[go2]>north

You go north. [Alchemy Society, Bookstore - 8861] A haze of dust permeates the air and casts a glow about the wall torches. A large bookshelf rests against the back wall and a robed figure scurries up and down a ladder to sell tomes and recipes to interested patrons. You also see a large sign. Obvious exits: north, south.

[go2]>north

You go north. [Alchemy Society, Tool Shop - 8860] Tall oak supply crates flank an extended counter displaying various alchemical tools for sale. A pair of robed individuals rush about helping customers restock. You notice the overwhelming combination of smells is somewhat reduced here. You also see a clerk, a plant grinder, a large sign, a sturdy low counter with a small placard on it and a dry press. Obvious exits: north, south.

[go2]>north

You go north. [Alchemy Society, Entrance - 8859] Ill-fitted boulders jut at odd angles from the damp granite walls. Even the ceiling looks a bit ramshackle here, as though the entry-way were built with speed more than safety in mind. A slight draft blows from deep inside the building and carries a mixture of odd smells with it. You also see an oak door and a prestige board. Obvious exits: south.

[go2]>go door

[The Crossing, Bank Street - 909] The Moneylender's commands a breathtaking view of the River Oxenwaithe and its aquatic commerce flowing south towards the mighty Segoltha River and thence eastward to the sea. From its top-floor windows the bankers can keep watch over the Traders' Guild to the west, and can view the low sprawling warehouses and docks to the south. Directly across the river is a curious dwelling with a glass gazebo atop it. You also see a well-used road leading to the Engineering Society Depot and the Zoluren Alchemy Society Building. Obvious paths: east, west.

[go2]>east

You go east. [The Crossing, Gold Barque Quay - 910] Several swank-looking private boats, gondolas and a few sleek, flat-bottomed river boats are tied up here. A large log raft stands in dry dock on some stone pilings, ready to be put into service on those occasions when the floods of demonic weather cause the River Oxenwaithe to o'erflow its banks and wash out the town's two bridges or if invaders breach the town's defenses and set torch to them.
Obvious paths: southeast, south, west.

[go2]>south

You go south. [The Crossing, Drayhorse Trace - 911] A long, fortified warehouse here extends to the west into Mercantile Street. It looks more like some kind of military storehouse or armory. Guards dressed in some kind of private uniforms discourage you from further satisfying your curiosity about the structure. You turn your attention to the waters of the River Oxenwaithe, which from this spot is visible both to the north and the east, as it snakes its way southwards around this promontory.
Obvious paths: north, southeast, west.

[go2]>southeast

You go southeast. [The Crossing, Drayhorse Trace - 924] The constant clamor of hooves on cobblestones echoes off the walls of the distribution centers, granaries, magazines, and storehouses that border the street in this part of town. Horse-drawn flatbed wagons, mounted merchants on fine steeds, and carriages bearing regal ladies all clatter by, raising whorls of dust.
Obvious paths: east, northwest.

[go2]>east

You go east. [The Crossing, 3 Retainers' Crescent - 927] The Longbow Bridge is due east, as the river flows beneath it, just at the edge of your vision. To the south is the Shipyard and The Strand, a pleasant beach where the two rivers that define the life of the Crossing meet. To the west are the commercial institutions that are the centers of trade and finance. You also see a silverfish. Obvious paths: north, south, west.

[go2]>south

You run south. [The Crossing, Chieftain Walk - 928] This busy threeway is a vital link. The Longbow Bridge feeds into it from the northeast, and the warehouse and dock district which stand to the south and west bustle with activity. The commercial district to the northwest, and the pleasant and populous beach resort are to the southeast, just at the mouth of the River Oxenwaithe, where it empties into the Segoltha.
Obvious paths: north, southeast, southwest.

[go2]>go bridge

[The Crossing, Immortals' Approach - 741] This stretch of road is wide and paved with smooth stone blocks. Cherry trees in carved stone planters border the sweeping approach while softening the exterior walls surrounding the Temple grounds. Flames brightly visible in the dark flare from the tops of three tall towers standing guard over the orb of the Main Temple. Fragile walkways lash the towers to each other high above the orb. You also see the Longbow Bridge, the locked almsbox and a high granite wall surrounding the temple grounds. Also here: Vaprack. Obvious paths: northeast, northwest. Vaprack goes northwest.

[go2]>northeast

Abee just arrived. You run northeast. [The Crossing, Hodierna Way - 732] The hustle of crowds making their way between the secular and religious centers of town that converge here carries you along with its momentum. The granite and marble facade of the First Provincial Bank catches your eye, standing before you as solid as its name. A Gor'Tog guard armed with pike and crossbow is posted at the door, while a few well-dressed merchants congregate outside. You also see a large parchment and a big orange sign with a picture of a smiling Dwarf. Also here: Mhadaz. Obvious paths: east, southwest, northwest.

[go2]>northwest

You run northwest. [The Crossing, Alamhif Trace - 733] This pivotal junction connects many of the Crossing's key locations. Blazing to the south in the night sky are the flames on the Temple's three towers, while the lights of Town Green and Town Hall can be seen off towards the north and northeast. The babble of many languages, clan and guild and folk fill the air here, busy at every hour. Travelers dressed in all manner of costume, garb and battle gear amble past, admiring the darkened outlines of the buildings, or looking about to get their bearings. You also see a town guard and the Carousel square. Obvious paths: north, southeast, west.

[go2]>north

You run north. [The Crossing, Lunat Shade Road - 753] Majestic lunat trees line this byway, donated by the town's prosperous traders, a reminder of how their Guild delights in improving the quality of life for beings all over Elanthia. One such wealthy merchant, though not as ostentatious as most, is Berolt, the dry goods dealer. His venerable general store here outfits adventurers with all the basic necessities. The row of trees on the north side of the street also serves to shade the south half of Town Green.
Obvious paths: north, east, south.

[go2]>north

You run north. [The Crossing, Town Green South - 792] A gap in the stand of lunat trees leads south into Lunat Shade Road. In that general direction the lights shining from Berolt's Dry Goods, the Town Hall, the soaring presence of the Temple, the Provincial Bank and other key structures can be seen. A few loafers loll on the grass, watching those entering and leaving the green, or laying back to gaze at the night sky. A lone nightingale serenades from the hedges bordering the park, unaware of its appreciative audience.
Obvious paths: north, northeast, east, south, west, northwest.

[go2]>north

You go north. [The Crossing, Town Green North - 788] A small path of bent grass leads to a narrow stretch of cobblestones between the grass and the privet hedge that stands before Milgrym the Weaponsmith's. The town's main source of serviceable arms, Milgrym does a good trade and has a solid reputation. The stream of customers, though steady, seems careful not to disturb the usual tranquility of the facing greensward. You also see a town guard, a spotted white and black lizard that is sitting, the town green pond and a public listings board. Also here: Tytani who is sitting. Obvious paths: north, east, southeast, south, southwest, west.

[go2]>north

You go north. [The Crossing, Via Iltesh - 787] The lane is quite narrow here, with the sides of the Armorer's and Weaponsmith's shops encroaching on the path itself. Their huddling structures and the shady hedges and lunats that form this northern boundary of the Town Green cause slippery moss to grow upon the cobblestones and cast a cool, damp pall over this end of the street.
Obvious paths: north, south.

[go2]>north

You go north. [The Crossing, Via Iltesh - 786] This small lane off of Clanthew Boulevard narrows to the south and grows wider as it leads north into the main road, giving it a shape reminiscent of the blade of a huge greatsword. Due south you can see the verdant border of the Town Green and the shops of the Weaponsmith and Armorer. To the northeast is the dome of the Champions' Arena and to the west, the three-story colonnades of the Academy dominate the skyline.
Obvious paths: north, south.

[go2]>north

You go north. [The Crossing, Clanthew Boulevard - 768] The cobblestones here are grey and flecked with crystals that sparkle as you move along the boulevard. High walls over which loom still higher structures with shuttered, mute windows that face the street and baked tile roofs, indicate you are passing through one of the wealthier residential sections of the Crossing. You also see a small hut with a grey raven perched on the roof and a grand stone archway with a bronze plaque on it. Obvious paths: east, south, west.

[go2]>east

You run east. [The Crossing, Clanthew Boulevard - 767] Intimidatingly large passersby crowd around you, and you gulp as you notice most of the men and women here of all races tower above their average counterparts. They also tend to dress differently - fully equipped, even in the midst of the city - in leathers, hide and armor, weapons drawn or at the ready over shoulders or at their sides. Carefully you make your way through the throng, since something tells you this would not be a good spot to step on anyone's toes. You also see a city meeting hall. Obvious paths: east, south, west.

[go2]>east

You run east. [The Crossing, Champions' Square - 766] Statues of famous barbarians and arena champions form an arcade leading to the arched steel-clad door of the Barbarians' Guild. The building itself is high and massive, and the roof rises into a dome towards the east, covering the Champions' Arena. Through narrow, slit windows you can hear the clang of weapon on shield, and the voice of the trainers barking out instructions to the would-be fighters, gladiators, knights and mercenaries within. You also see a town guard and a sturdy stone structure. Obvious paths: north, south, west.

[go2]>south

You run south. [The Crossing, Trothfang Street - 760] Due north you see the square that marks the entrance to the Barbarians' Guild, with its arcade of caryatides and telamones, life-size and lifelike sculptures of former female and male Arena Champions. The covered entryway to the Arena is dead ahead to the east, while beyond that rise the town walls. You also see the Crossing Forging Society Building, an iron anvil, a pile of fuel, a slack tub filled with water, a large waste bucket and a glowing forge. Obvious paths: north, east.

[go2]>go building

[Forging Society, Book Store - 8771] Freshly chiseled granite walls surround an area where forgers can quickly resupply. A passageway covered by a leather flap pierces the wall to the south, and from the passage resound the clangs of an anvil chorus. A simple wooden door leads back outside. You also see a prestige board and a large sign. Obvious exits: south.

[go2]>south

You run south. [Forging Society, Lobby and Maker's Mark Ordering - 8772] A chamber with stone walls and a lofty, vaulted ceiling links the rooms of the forge. Its high arches help to subdue the clangor, letting it rise and echo in the space overhead. Waves of heat and flickering reddish light from the foundries to the west strive with the scream of the grindstones to the east and the pounding din of metal on metal from the smithies to the south. You also see Forging Society Mistress Yalda, a large sign, an armorsmithing chart hanging from the wall, a weaponsmithing chart hanging from the wall and a blacksmithing chart hanging from the wall. Obvious exits: north, east, south, west.

[go2]>south

You run south. [Forging Society, Supplies - 8775] A chamber with stone walls and a lofty, vaulted ceiling links the rooms of the forge. Its high arches help to subdue the clangor, letting it rise and echo in the space overhead. Waves of heat and flickering reddish light from the foundries to the west strive with the scream of the grindstones to the east and the pounding din of metal on metal from the smithies to the south. You also see a sailcloth vest trimmed with whalebone beads and gull feathers, a large sign, a central arch, a western arch and an eastern arch. Obvious exits: north.

[go2: travel time: 0:00:09]

--- Lich: go2 has exited.

[workorders]>order 2

The attendant says, "You can purchase a massive coal nugget for 212 Kronars. Just order it again and we'll see it done!"

[workorders]>order 2

The attendant takes some coins from you and hands you a massive coal nugget.

[workorders]>put my coal nugget in my backpack

You put your nugget in your backpack.

[workorders]>get alcohol from my backpack

What were you referring to?

--- Lich: go2 active.

[go2: ETA: 0:00:04 (24 rooms to move through)]

[go2]>north

You go north. [Forging Society, Lobby and Maker's Mark Ordering - 8772] A chamber with stone walls and a lofty, vaulted ceiling links the rooms of the forge. Its high arches help to subdue the clangor, letting it rise and echo in the space overhead. Waves of heat and flickering reddish light from the foundries to the west strive with the scream of the grindstones to the east and the pounding din of metal on metal from the smithies to the south. You also see Forging Society Mistress Yalda, a large sign, an armorsmithing chart hanging from the wall, a weaponsmithing chart hanging from the wall and a blacksmithing chart hanging from the wall. Obvious exits: north, east, south, west.

[go2]>north

You go north. [Forging Society, Book Store - 8771] Freshly chiseled granite walls surround an area where forgers can quickly resupply. A passageway covered by a leather flap pierces the wall to the south, and from the passage resound the clangs of an anvil chorus. A simple wooden door leads back outside. You also see a prestige board and a large sign. Obvious exits: south.

[go2]>go door

[The Crossing, Trothfang Street - 760] Due north you see the square that marks the entrance to the Barbarians' Guild, with its arcade of caryatides and telamones, life-size and lifelike sculptures of former female and male Arena Champions. The covered entryway to the Arena is dead ahead to the east, while beyond that rise the town walls. You also see the Crossing Forging Society Building, an iron anvil, a pile of fuel, a slack tub filled with water, a large waste bucket and a glowing forge. Obvious paths: north, east.

[go2]>north

You go north. [The Crossing, Champions' Square - 766] Statues of famous barbarians and arena champions form an arcade leading to the arched steel-clad door of the Barbarians' Guild. The building itself is high and massive, and the roof rises into a dome towards the east, covering the Champions' Arena. Through narrow, slit windows you can hear the clang of weapon on shield, and the voice of the trainers barking out instructions to the would-be fighters, gladiators, knights and mercenaries within. You also see a town guard and a sturdy stone structure. Obvious paths: north, south, west.

[go2]>west

You go west. [The Crossing, Clanthew Boulevard - 767] Intimidatingly large passersby crowd around you, and you gulp as you notice most of the men and women here of all races tower above their average counterparts. They also tend to dress differently - fully equipped, even in the midst of the city - in leathers, hide and armor, weapons drawn or at the ready over shoulders or at their sides. Carefully you make your way through the throng, since something tells you this would not be a good spot to step on anyone's toes. You also see a city meeting hall. Obvious paths: east, south, west.

[go2]>west

You go west. [The Crossing, Clanthew Boulevard - 768] The cobblestones here are grey and flecked with crystals that sparkle as you move along the boulevard. High walls over which loom still higher structures with shuttered, mute windows that face the street and baked tile roofs, indicate you are passing through one of the wealthier residential sections of the Crossing. You also see a small hut with a grey raven perched on the roof and a grand stone archway with a bronze plaque on it. Obvious paths: east, south, west.

[go2]>south

You go south. [The Crossing, Via Iltesh - 786] This small lane off of Clanthew Boulevard narrows to the south and grows wider as it leads north into the main road, giving it a shape reminiscent of the blade of a huge greatsword. Due south you can see the verdant border of the Town Green and the shops of the Weaponsmith and Armorer. To the northeast is the dome of the Champions' Arena and to the west, the three-story colonnades of the Academy dominate the skyline.
Also here: Cazzerkon who is darkened by an unnatural shadow. Obvious paths: north, south.

[go2]>south

You go south. [The Crossing, Via Iltesh - 787] The lane is quite narrow here, with the sides of the Armorer's and Weaponsmith's shops encroaching on the path itself. Their huddling structures and the shady hedges and lunats that form this northern boundary of the Town Green cause slippery moss to grow upon the cobblestones and cast a cool, damp pall over this end of the street.
Obvious paths: north, south.

[go2]>south

Cazzerkon just arrived. You run south. [The Crossing, Town Green North - 788] A small path of bent grass leads to a narrow stretch of cobblestones between the grass and the privet hedge that stands before Milgrym the Weaponsmith's. The town's main source of serviceable arms, Milgrym does a good trade and has a solid reputation. The stream of customers, though steady, seems careful not to disturb the usual tranquility of the facing greensward. You also see a town guard, a spotted white and black lizard that is sitting, the town green pond and a public listings board. Also here: Tytani who is sitting. Obvious paths: north, east, southeast, south, southwest, west.

[go2]>south

A town guard ambles west. Cazzerkon just arrived. You run south. [The Crossing, Town Green South - 792] A gap in the stand of lunat trees leads south into Lunat Shade Road. In that general direction the lights shining from Berolt's Dry Goods, the Town Hall, the soaring presence of the Temple, the Provincial Bank and other key structures can be seen. A few loafers loll on the grass, watching those entering and leaving the green, or laying back to gaze at the night sky. A lone nightingale serenades from the hedges bordering the park, unaware of its appreciative audience.
Obvious paths: north, northeast, east, south, west, northwest.

[go2]>south

Cazzerkon just arrived. Cazzerkon goes south. You run south. [The Crossing, Lunat Shade Road - 753] Majestic lunat trees line this byway, donated by the town's prosperous traders, a reminder of how their Guild delights in improving the quality of life for beings all over Elanthia. One such wealthy merchant, though not as ostentatious as most, is Berolt, the dry goods dealer. His venerable general store here outfits adventurers with all the basic necessities. The row of trees on the north side of the street also serves to shade the south half of Town Green.
Obvious paths: north, east, south.

[go2]>south

You run south. [The Crossing, Alamhif Trace - 733] This pivotal junction connects many of the Crossing's key locations. Blazing to the south in the night sky are the flames on the Temple's three towers, while the lights of Town Green and Town Hall can be seen off towards the north and northeast. The babble of many languages, clan and guild and folk fill the air here, busy at every hour. Travelers dressed in all manner of costume, garb and battle gear amble past, admiring the darkened outlines of the buildings, or looking about to get their bearings. You also see a town guard and the Carousel square. Obvious paths: north, southeast, west.

[go2]>southeast

You run southeast. [The Crossing, Hodierna Way - 732] The hustle of crowds making their way between the secular and religious centers of town that converge here carries you along with its momentum. The granite and marble facade of the First Provincial Bank catches your eye, standing before you as solid as its name. A Gor'Tog guard armed with pike and crossbow is posted at the door, while a few well-dressed merchants congregate outside. You also see a large parchment and a big orange sign with a picture of a smiling Dwarf. Also here: Cazzerkon who is darkened by an unnatural shadow and Mhadaz. Obvious paths: east, southwest, northwest.

[go2]>southwest

You go southwest. [The Crossing, Immortals' Approach - 741] This stretch of road is wide and paved with smooth stone blocks. Cherry trees in carved stone planters border the sweeping approach while softening the exterior walls surrounding the Temple grounds. Flames brightly visible in the dark flare from the tops of three tall towers standing guard over the orb of the Main Temple. Fragile walkways lash the towers to each other high above the orb. You also see the Longbow Bridge, the locked almsbox and a high granite wall surrounding the temple grounds.

[go2]>go bridge

Obvious paths: northeast, northwest. [The Crossing, Chieftain Walk - 928] This busy threeway is a vital link. The Longbow Bridge feeds into it from the northeast, and the warehouse and dock district which stand to the south and west bustle with activity. The commercial district to the northwest, and the pleasant and populous beach resort are to the southeast, just at the mouth of the River Oxenwaithe, where it empties into the Segoltha.
Obvious paths: north, southeast, southwest.

[go2]>north

You go north. [The Crossing, 3 Retainers' Crescent - 927] The Longbow Bridge is due east, as the river flows beneath it, just at the edge of your vision. To the south is the Shipyard and The Strand, a pleasant beach where the two rivers that define the life of the Crossing meet. To the west are the commercial institutions that are the centers of trade and finance.
Obvious paths: north, south, west.

[go2]>west

You go west. [The Crossing, Drayhorse Trace - 924] The constant clamor of hooves on cobblestones echoes off the walls of the distribution centers, granaries, magazines, and storehouses that border the street in this part of town. Horse-drawn flatbed wagons, mounted merchants on fine steeds, and carriages bearing regal ladies all clatter by, raising whorls of dust.
Obvious paths: east, northwest.

[go2]>northwest

You go northwest. [The Crossing, Drayhorse Trace - 911] A long, fortified warehouse here extends to the west into Mercantile Street. It looks more like some kind of military storehouse or armory. Guards dressed in some kind of private uniforms discourage you from further satisfying your curiosity about the structure. You turn your attention to the waters of the River Oxenwaithe, which from this spot is visible both to the north and the east, as it snakes its way southwards around this promontory.
Obvious paths: north, southeast, west.

[go2]>north

You go north. [The Crossing, Gold Barque Quay - 910] Several swank-looking private boats, gondolas and a few sleek, flat-bottomed river boats are tied up here. A large log raft stands in dry dock on some stone pilings, ready to be put into service on those occasions when the floods of demonic weather cause the River Oxenwaithe to o'erflow its banks and wash out the town's two bridges or if invaders breach the town's defenses and set torch to them.
Obvious paths: southeast, south, west.

[go2]>west

You go west. [The Crossing, Bank Street - 909] The Moneylender's commands a breathtaking view of the River Oxenwaithe and its aquatic commerce flowing south towards the mighty Segoltha River and thence eastward to the sea. From its top-floor windows the bankers can keep watch over the Traders' Guild to the west, and can view the low sprawling warehouses and docks to the south. Directly across the river is a curious dwelling with a glass gazebo atop it. You also see a well-used road leading to the Engineering Society Depot and the Zoluren Alchemy Society Building. Obvious paths: east, west.

[go2]>go buil

[Alchemy Society, Entrance - 8859] Ill-fitted boulders jut at odd angles from the damp granite walls. Even the ceiling looks a bit ramshackle here, as though the entry-way were built with speed more than safety in mind. A slight draft blows from deep inside the building and carries a mixture of odd smells with it. You also see an oak door and a prestige board. Obvious exits: south.

[go2]>south

You go south. [Alchemy Society, Tool Shop - 8860] Tall oak supply crates flank an extended counter displaying various alchemical tools for sale. A pair of robed individuals rush about helping customers restock. You notice the overwhelming combination of smells is somewhat reduced here. You also see a clerk, a plant grinder, a large sign, a sturdy low counter with a small placard on it and a dry press. Obvious exits: north, south.

[go2]>south

You go south. [Alchemy Society, Bookstore - 8861] A haze of dust permeates the air and casts a glow about the wall torches. A large bookshelf rests against the back wall and a robed figure scurries up and down a ladder to sell tomes and recipes to interested patrons. You also see a large sign. Obvious exits: north, south.

[go2]>south

You go south. [Alchemy Society, Supplies - 8862] A pungent odor combines with the powder-filled air to make breathing here more difficult. Racks of spices, herbs, plants and other materials line the walls as attendants scurry about helping customers. Pewter trays in each corner hold burning incense sticks. Despite the size and large amount of smoke wafting from each stick, it is nearly impossible to detect even a hint of their scent. You also see Alchemy Society Master Lanshado, a plant grinder, a large sign and a dry press. Obvious exits: north, south.

[go2: travel time: 0:00:10]

--- Lich: go2 has exited.

[workorders]>order 2

The attendant says, "You can purchase 10 splashes of grain alcohol for 81 Kronars. Just order it again and we'll see it done!"

[workorders]>order 2

The attendant takes some coins from you and hands you 10 splashes of grain alcohol.

[workorders]>put my grain alcohol in my backpack

You put your alcohol in your backpack.

[workorders]>order 2

The attendant says, "You can purchase 10 splashes of grain alcohol for 81 Kronars. Just order it again and we'll see it done!"

[workorders]>order 2

The attendant takes some coins from you and hands you 10 splashes of grain alcohol.

[workorders]>put my grain alcohol in my backpack

You put your alcohol in your backpack.

[workorders]>get alcohol from backpack

You get some grain alcohol from inside your backpack.

[workorders]>get alcohol from backpack

You get some grain alcohol from inside your backpack.

[workorders]>combine alcohol

You combine the alcohol together.

[workorders]>stow right

You put your alcohol in your backpack.

[workorders]>tap my first pollen in my backpack

I could not find what you were referring to.

[workorders]>tap my first pollen in my backpack

I could not find what you were referring to.

[workorders]>order 15

The attendant says, "You can purchase (4 pieces) qun pollen for 106 Kronars. Just order it again and we'll see it done!"

[workorders]>order 15

The attendant takes some coins from you and hands you (4 pieces) qun pollen.

[workorders]>put my qun pollen in my backpack

You put your pollen in your backpack.

[workorders]>order 15

The attendant says, "You can purchase (4 pieces) qun pollen for 106 Kronars. Just order it again and we'll see it done!"

[workorders]>order 15

The attendant takes some coins from you and hands you (4 pieces) qun pollen.

[workorders]>put my qun pollen in my backpack

You put your pollen in your backpack.

--- Lich: remedy active.

[remedy]>get remed book

You get a book of journeyman remedy instructions from inside your backpack.

[remedy]>turn my book to chapter 5

You turn your book to chapter 5, entitled "External Scar Remedies".

[remedy]>read my book

          -=    Chapter 5 : External Scar Remedies    =-

Page 1: some face ointment Page 6: some body poultices Page 2: some body ointment Page 7: some general purpose ointment Page 3: some limb ointment Page 8: some skin poultices Page 4: some face poultices Page 9: some limb poultices Page 5: some skin ointment

[remedy]>turn my book to page 1

You turn your book to page 1, instructions for crafting some face ointment.

[remedy]>study my book

You scan the face ointment instructions with a glance and completely understand all facets of the design. You now feel ready to begin the crafting process. Roundtime: 5 sec.

[remedy]>put my book in my backpack

You put your book in your backpack.

[remedy]>untie my mortar from my alchemist's belt

You remove an iron mortar from your alchemist's belt.

[remedy]>get my pollen

You get some qun pollen from inside your backpack.

[remedy]>put pollen in my mortar

You put your pollen in your iron mortar.

[remedy]>put my pollen in my backpack

What were you referring to?

[remedy]>untie my mortar from my alchemist's belt

Untie what?

[remedy]>get my pollen

You get some qun pollen from inside your iron mortar.

[remedy]>put pollen in my mortar

You put your pollen in your iron mortar.

[remedy]>put my pollen in my backpack

What were you referring to?

[remedy]>untie my pestle from my alchemist's belt

You remove an iron pestle from your alchemist's belt.

[remedy]>crush my pollen with my pestle

You believe that herb is best prepared by drying, and decide against crushing it.

[remedy: *\ No match was found after 15 seconds, dumping info]

[remedy: messages seen length: 1]

[remedy: message: You believe that herb is best prepared by drying, and decide against crushing it.]

[remedy: checked against [/You need another splash of water/i, /You need another splash of alcohol/i, /You toss the/i, /Upon completion you see some particulate clouding up the mixture./i, /You need another prepared herb/i, /begins to transition colors/i, /You need another catalyst material/i, /Once finished you notice clumps of material/i, /With short strokes you crush/i, /Applying the final touches/i, /That tool does not seem suitable for that task./i, /You vigorously rub/i, /Patiently you wait a few moments and then proceed/i, /Interesting thought really... but no./i, /You need to be holding the pestle first./i, /The mortar can only hold 25 pieces of material./i, /You spin your/i, /You slowly filter/i]]

[remedy]>crush my pollen with my pestle

You believe that herb is best prepared by drying, and decide against crushing it.

[remedy: *\ No match was found after 15 seconds, dumping info]

[remedy: messages seen length: 1]

[remedy: message: You believe that herb is best prepared by drying, and decide against crushing it.]

[remedy: checked against [/You need another splash of water/i, /You need another splash of alcohol/i, /You toss the/i, /Upon completion you see some particulate clouding up the mixture./i, /You need another prepared herb/i, /begins to transition colors/i, /You need another catalyst material/i, /Once finished you notice clumps of material/i, /With short strokes you crush/i, /Applying the final touches/i, /That tool does not seem suitable for that task./i, /You vigorously rub/i, /Patiently you wait a few moments and then proceed/i, /Interesting thought really... but no./i, /You need to be holding the pestle first./i, /The mortar can only hold 25 pieces of material./i, /You spin your/i, /You slowly filter/i]]

[remedy]>crush my pollen with my pestle

You believe that herb is best prepared by drying, and decide against crushing it.

[remedy: *\ No match was found after 15 seconds, dumping info]

[remedy: messages seen length: 1]

[remedy: message: You believe that herb is best prepared by drying, and decide against crushing it.]

[remedy: checked against [/You need another splash of water/i, /You need another splash of alcohol/i, /You toss the/i, /Upon completion you see some particulate clouding up the mixture./i, /You need another prepared herb/i, /begins to transition colors/i, /You need another catalyst material/i, /Once finished you notice clumps of material/i, /With short strokes you crush/i, /Applying the final touches/i, /That tool does not seem suitable for that task./i, /You vigorously rub/i, /Patiently you wait a few moments and then proceed/i, /Interesting thought really... but no./i, /You need to be holding the pestle first./i, /The mortar can only hold 25 pieces of material./i, /You spin your/i, /You slowly filter/i]]

[remedy]>crush my pollen with my pestle

You believe that herb is best prepared by drying, and decide against crushing it.

[remedy: *\ No match was found after 15 seconds, dumping info]

[remedy: messages seen length: 1]

[remedy: message: You believe that herb is best prepared by drying, and decide against crushing it.]

[remedy: checked against [/You need another splash of water/i, /You need another splash of alcohol/i, /You toss the/i, /Upon completion you see some particulate clouding up the mixture./i, /You need another prepared herb/i, /begins to transition colors/i, /You need another catalyst material/i, /Once finished you notice clumps of material/i, /With short strokes you crush/i, /Applying the final touches/i, /That tool does not seem suitable for that task./i, /You vigorously rub/i, /Patiently you wait a few moments and then proceed/i, /Interesting thought really... but no./i, /You need to be holding the pestle first./i, /The mortar can only hold 25 pieces of material./i, /You spin your/i, /You slowly filter/i]]

[remedy]>crush my pollen with my pestle

You believe that herb is best prepared by drying, and decide against crushing it.

[remedy: *\ No match was found after 15 seconds, dumping info]

[remedy: messages seen length: 1]

[remedy: message: You believe that herb is best prepared by drying, and decide against crushing it.]

[remedy: checked against [/You need another splash of water/i, /You need another splash of alcohol/i, /You toss the/i, /Upon completion you see some particulate clouding up the mixture./i, /You need another prepared herb/i, /begins to transition colors/i, /You need another catalyst material/i, /Once finished you notice clumps of material/i, /With short strokes you crush/i, /Applying the final touches/i, /That tool does not seem suitable for that task./i, /You vigorously rub/i, /Patiently you wait a few moments and then proceed/i, /Interesting thought really... but no./i, /You need to be holding the pestle first./i, /The mortar can only hold 25 pieces of material./i, /You spin your/i, /You slowly filter/i]]

[remedy]>crush my pollen with my pestle

You believe that herb is best prepared by drying, and decide against crushing it.

[remedy: *\ No match was found after 15 seconds, dumping info]

[remedy: messages seen length: 1]

[remedy: message: You believe that herb is best prepared by drying, and decide against crushing it.]

[remedy: checked against [/You need another splash of water/i, /You need another splash of alcohol/i, /You toss the/i, /Upon completion you see some particulate clouding up the mixture./i, /You need another prepared herb/i, /begins to transition colors/i, /You need another catalyst material/i, /Once finished you notice clumps of material/i, /With short strokes you crush/i, /Applying the final touches/i, /That tool does not seem suitable for that task./i, /You vigorously rub/i, /Patiently you wait a few moments and then proceed/i, /Interesting thought really... but no./i, /You need to be holding the pestle first./i, /The mortar can only hold 25 pieces of material./i, /You spin your/i, /You slowly filter/i]]

[remedy]>crush my pollen with my pestle

You believe that herb is best prepared by drying, and decide against crushing it.

[remedy: *\ No match was found after 15 seconds, dumping info]

[remedy: messages seen length: 1]

[remedy: message: You believe that herb is best prepared by drying, and decide against crushing it.]

[remedy: checked against [/You need another splash of water/i, /You need another splash of alcohol/i, /You toss the/i, /Upon completion you see some particulate clouding up the mixture./i, /You need another prepared herb/i, /begins to transition colors/i, /You need another catalyst material/i, /Once finished you notice clumps of material/i, /With short strokes you crush/i, /Applying the final touches/i, /That tool does not seem suitable for that task./i, /You vigorously rub/i, /Patiently you wait a few moments and then proceed/i, /Interesting thought really... but no./i, /You need to be holding the pestle first./i, /The mortar can only hold 25 pieces of material./i, /You spin your/i, /You slowly filter/i]]

[remedy]>crush my pollen with my pestle

You believe that herb is best prepared by drying, and decide against crushing it.

[remedy: *\ No match was found after 15 seconds, dumping info]

[remedy: messages seen length: 1]

[remedy: message: You believe that herb is best prepared by drying, and decide against crushing it.]

[remedy: checked against [/You need another splash of water/i, /You need another splash of alcohol/i, /You toss the/i, /Upon completion you see some particulate clouding up the mixture./i, /You need another prepared herb/i, /begins to transition colors/i, /You need another catalyst material/i, /Once finished you notice clumps of material/i, /With short strokes you crush/i, /Applying the final touches/i, /That tool does not seem suitable for that task./i, /You vigorously rub/i, /Patiently you wait a few moments and then proceed/i, /Interesting thought really... but no./i, /You need to be holding the pestle first./i, /The mortar can only hold 25 pieces of material./i, /You spin your/i, /You slowly filter/i]]

[remedy]>crush my pollen with my pestle

You believe that herb is best prepared by drying, and decide against crushing it.

[remedy: *\ No match was found after 15 seconds, dumping info]

[remedy: messages seen length: 1]

[remedy: message: You believe that herb is best prepared by drying, and decide against crushing it.]

[remedy: checked against [/You need another splash of water/i, /You need another splash of alcohol/i, /You toss the/i, /Upon completion you see some particulate clouding up the mixture./i, /You need another prepared herb/i, /begins to transition colors/i, /You need another catalyst material/i, /Once finished you notice clumps of material/i, /With short strokes you crush/i, /Applying the final touches/i, /That tool does not seem suitable for that task./i, /You vigorously rub/i, /Patiently you wait a few moments and then proceed/i, /Interesting thought really... but no./i, /You need to be holding the pestle first./i, /The mortar can only hold 25 pieces of material./i, /You spin your/i, /You slowly filter/i]]

[remedy]>crush my pollen with my pestle

You believe that herb is best prepared by drying, and decide against crushing it.

[remedy: *\ No match was found after 15 seconds, dumping info]

[remedy: messages seen length: 1]

[remedy: message: You believe that herb is best prepared by drying, and decide against crushing it.]

[remedy: checked against [/You need another splash of water/i, /You need another splash of alcohol/i, /You toss the/i, /Upon completion you see some particulate clouding up the mixture./i, /You need another prepared herb/i, /begins to transition colors/i, /You need another catalyst material/i, /Once finished you notice clumps of material/i, /With short strokes you crush/i, /Applying the final touches/i, /That tool does not seem suitable for that task./i, /You vigorously rub/i, /Patiently you wait a few moments and then proceed/i, /Interesting thought really... but no./i, /You need to be holding the pestle first./i, /The mortar can only hold 25 pieces of material./i, /You spin your/i, /You slowly filter/i]]

[remedy]>crush my pollen with my pestle

You believe that herb is best prepared by drying, and decide against crushing it.

Dartellum commented 8 years ago

Make qun pollen and ithor root, four recipes, false for work_order since they need additional processing with Society tools or pyramid. You can manual do this to your base-crafting.yaml until the main file is changed.

Aurayn commented 8 years ago

What exactly is changing?

A CTRL F in the file yielded no qun or ithor returns.

Dartellum commented 8 years ago

I will look into. Maybe this recipe is not for workorders if it does require drying after purchasing from the vendor.

Regards, Dr. Walter Wesley "Wes" Snyder V 484-300-4833 (h) 484-431-3355 (m) 484-302-7006 (f)

On 10/25/2016 08:54 AM, Aurayn wrote:

MORE TRIAGE: still not working

Welcome to DragonRealms (R) v2.00 Copyright 2016 Simutronics Corp. All Rights Reserved

--- Lich: lnet active.

--- Lich: repository active.

--- Lich: dependency active.

--- Lich: alias service started

--- Lich: listen active.


Last login : Monday, October 24, 2016 at 07:28:34

Logoff : Monday, October 24, 2016 at 20:44:23

--- Lich: roomnumbers active.

[repository: Lich is up-to-date]

--- Lich: circlemonitor active.

--- Lich: error: undefined local variable or method |custom_require' for #Scripting:0x49ab908 circlemonitor:7:in|script' C:/LICH/lich/lich.rbw:2533:in `eval'

--- Lich: afk active.

--- Lich: error: undefined local variable or method |custom_require' for #Scripting:0x47e8de0 afk:5:in|script' C:/LICH/lich/lich.rbw:2533:in `eval'

--- Lich: keepalive active.

--- Welcome to LNet. I think so, Doctor. But are these really the legs of a show girl?

[Provincial Bank, Teller - 1900] A neat row of barred windows faces you along a marble counter. Several patrons are already busy but there seems to be one window available. The clerk smiles at you and beckons you over. You also see a freshly painted sign. Also here: Cazzerkon who is darkened by an unnatural shadow. Obvious exits: out.

[You are standing up.]

--- Lich: afk has exited.

--- Lich: circlemonitor has exited.

[repository: map database is up-to-date]

[repository: done]

[repository: scripts are up-to-date]

--- Lich: repository has exited.

;circlecheck next

--- Lich: circlecheck active.

--- Lich: error: undefined local variable or method |custom_require' for #Scripting:0xb6fb1d0 circlecheck:5:in|script' C:/LICH/lich/lich.rbw:2533:in `eval'

--- Lich: circlecheck has exited.

|****IMPORTANT!**\ Closing the StormFront front end does NOT necessarily drop your character from the game! Type QUIT or EXIT! ****IMPORTANT!**\ PvP has strict rules! See NEWS 5 15, NEWS 5 24, NEWS 5 25! Scripting is ok, but you must be responsive! NEWS 5 17! Vulgarity is not allowed in public! NEWS 5 7! ****IMPORTANT!******** Enjoy DragonRealms? Vote Today! Visit Top Mud Sites! |

--- Lich: 'textsubs' has been stopped by dependency.

--- Lich: 'listen' has been stopped by dependency.

--- Lich: listen has exited.

--- Lich: 'keepalive' has been stopped by dependency.

--- Lich: keepalive has exited.

--- Lich: listen active.

--- Lich: keepalive active.

--- Lich: 'roomnumbers' has been stopped by dependency.

--- Lich: roomnumbers has exited.

--- Lich: afk active.

--- Lich: roomnumbers active.

[drinfomon]>exp all

Circle: 49 Showing all skills that you have skill in.

|SKILL: Rank/Percent towards next rank/Amount learning/Mindstate Fraction Shield Usage: 91 02% clear (0/34) Light Armor: 137 80% clear (0/34) Chain Armor: 8 86% clear (0/34) Brigandine: 2 00% clear (0/34) Plate Armor: 2 00% clear (0/34) Defending: 88 49% clear (0/34) |

Parry Ability: 70 90% clear (0/34) Small Edged: 89 11% clear (0/34) Large Edged: 7 15% clear (0/34) Twohanded Edged: 1 00% clear (0/34) Small Blunt: 64 91% clear (0/34) Large Blunt: 1 00% clear (0/34) Twohanded Blunt: 1 00% clear (0/34) Slings: 1 00% clear (0/34) Bow: 13 23% clear (0/34) Crossbow: 1 00% clear (0/34) Staves: 1 00% clear (0/34) Polearms: 11 06% clear (0/34)

[drinfomon]>info

|Light Thrown: 66 89% clear (0/34) Heavy Thrown: 1 00% clear (0/34) Brawling: 64 16% clear (0/34) Offhand Weapon: 1 00% clear (0/34) |

[afk: Afk script started - pausing for 10 seconds or until health passes threshold]

Melee Mastery: 74 46% clear (0/34) Missile Mastery: 57 83% clear (0/34) Lunar Magic: 3 09% clear (0/34) Arcana: 4 85% clear (0/34) Targeted Magic: 21 90% clear (0/34) Augmentation: 0 66% clear (0/34) Debilitation: 13 42% perusing (2/34) Utility: 2 78% clear (0/34) Warding: 3 36% clear (0/34) Sorcery: 9 82% clear (0/34) Evasion: 91 97% clear (0/34) Athletics: 125 72% clear (0/34) Perception: 166 31% clear (0/34) Stealth: 78 07% clear (0/34) Locksmithing: 22 28% clear (0/34) Thievery: 2 70% clear (0/34) First Aid: 140 55% deliberative (11/34) Outdoorsmanship: 139 64% clear (0/34) Skinning: 32 60% clear (0/34) Forging: 287 68% riveted (28/34) Engineering: 280 82% concentrating (9/34) Outfitting: 268 18% clear (0/34) Alchemy: 118 37% clear (0/34) Scholarship: 225 49% thoughtful (4/34) Mechanical Lore: 189 62% perusing (2/34) Appraisal: 224 01% clear (0/34) Performance: 12 05% clear (0/34) Tactics: 105 80% clear (0/34) Trading: 258 40% intrigued (16/34)

Total Ranks Displayed: 3667 Time Development Points: 32 Favors: 22 Deaths: 0 Departs: 0 Overall state of mind: clear EXP HELP for more information

Name: Barder Sans'abar Race: Human Guild: Trader Gender: Male Age: 20 Circle: 49 You were born on the 18th day of the 3rd month of Lirisa the Archer in the year of the Golden Panther, 401 years after the victory of Lanival the Redeemer.

Your birthday is more than 6 months away.

|Strength : 17 Reflex : 17 Agility : 17 Charisma : 50 |

Discipline : 20 Wisdom : 32

Intelligence : 32 Stamina : 17

Concentration : 362 Max : 362

|Favors : 22 TDPs : 32 |

Encumbrance : None (0/11)

Wealth: 3 silver Kronars (300 copper Kronars). No Lirums. No Dokoras.

Debt: You owe 4 silver, 3 bronze, and 2 copper Kronars to the Principality of Zoluren. (432 copper Kronars)

  • Log-on system converted 100% of your character's field experience into earned rank. *

[drinfomon]>exp all

Circle: 49 Showing all skills that you have skill in.

|SKILL: Rank/Percent towards next rank/Amount learning/Mindstate Fraction Shield Usage: 91 02% clear (0/34) Light Armor: 137 80% clear (0/34) Chain Armor: 8 86% clear (0/34) Brigandine: 2 00% clear (0/34) Plate Armor: 2 00% clear (0/34) Defending: 88 49% clear (0/34) |

Parry Ability: 70 90% clear (0/34) Small Edged: 89 11% clear (0/34) Large Edged: 7 15% clear (0/34) Twohanded Edged: 1 00% clear (0/34) Small Blunt: 64 91% clear (0/34) Large Blunt: 1 00% clear (0/34) Twohanded Blunt: 1 00% clear (0/34) Slings: 1 00% clear (0/34) Bow: 13 23% clear (0/34) Crossbow: 1 00% clear (0/34) Staves: 1 00% clear (0/34) Polearms: 11 06% clear (0/34) Light Thrown: 66 89% clear (0/34) Heavy Thrown: 1 00% clear (0/34) Brawling: 64 16% clear (0/34) Offhand Weapon: 1 00% clear (0/34) Melee Mastery: 74 46% clear (0/34) Missile Mastery: 57 83% clear (0/34) Lunar Magic: 3 09% clear (0/34) Arcana: 4 85% clear (0/34) Targeted Magic: 21 90% clear (0/34) Augmentation: 0 66% clear (0/34) Debilitation: 13 54% clear (0/34) Utility: 2 78% clear (0/34) Warding: 3 36% clear (0/34) Sorcery: 9 82% clear (0/34) Evasion: 91 97% clear (0/34) Athletics: 125 72% clear (0/34) Perception: 166 31% clear (0/34) Stealth: 78 07% clear (0/34) Locksmithing: 22 28% clear (0/34) Thievery: 2 70% clear (0/34) First Aid: 140 72% clear (0/34) Outdoorsmanship: 139 64% clear (0/34) Skinning: 32 60% clear (0/34) Forging: 287 97% clear (0/34) Engineering: 280 92% clear (0/34) Outfitting: 268 18% clear (0/34) Alchemy: 118 37% clear (0/34) Scholarship: 225 53% clear (0/34) Mechanical Lore: 189 64% clear (0/34) Appraisal: 224 01% clear (0/34) Performance: 12 05% clear (0/34) Tactics: 105 80% clear (0/34) Trading: 258 58% clear (0/34)

Total Ranks Displayed: 3667 Time Development Points: 32 Favors: 22 Deaths: 0 Departs: 0 Overall state of mind: clear EXP HELP for more information

;circlecheck next

--- Lich: circlecheck active.

Your next level will award: 150 TDPs

You have enough 1st Weapon (Small Edged) for circle 49 and need 1 (90) ranks for circle 50

You have enough 3rd Survival (Outdoorsmanship) for circle 49 and need 1 (140) ranks for circle 50

You have enough Trading for circle 49 and need 2 (260) ranks for circle 50

You have enough 1st Armor (Light Armor) for circle 49 and need 3 (140) ranks for circle 50

You have enough 1st Survival (Perception) for circle 49 and need 4 (170) ranks for circle 50

--- Lich: circlecheck has exited.


* Please check NEWS NEXT for unread NEWS items. *


skill

Circle: 49 Showing all skills with field experience.

|SKILL: Rank/Percent towards next rank/Amount learning/Mindstate Fraction No skills have field experience or none meet your criteria! |

Total Ranks Displayed: 0 Time Development Points: 32 Favors: 22 Deaths: 0 Departs: 0 Overall state of mind: clear EXP HELP for more information

look in my back
In the backpack you see an iron drawknife, some knitting needles,
a basic stamp, a blue gem pouch, a stirring rod, an iron mortar, a
journeyman remedy book, an alchemy logbook, an iron pestle, a
glowing Kertigen orb, a crimson glass ring, a pair of copper
zills, a throwing spike, a cerulean razor, a golden dolphin, a
journeyman tailoring book, some wool yarn, an outfitting logbook,
some knitting needles, a journeyman shaping book, an engineering
logbook, a carving knife, a wood shaper, a metal drawknife, an
iron rasp, a simple compendium, a journeyman blacksmithing book, a
flask of oil, a forging logbook, some plain pliers and a basic stamp.
.go
[Script GO is running, Esc to cancel, Shift-Esc to pause]
;go 4652
[script done]

--- Lich: go2 active.

[go2: ETA: 0:00:01 (7 rooms to move through)]

[go2]>out

You go out. [First Provincial Bank, Lobby - 1901] Marble tiled floors covered with heavy rugs and walls of polished jasper that gleam a cool blue mark this bank as solid and secure (and expensive). An official money-changing booth is to one side and a row of tellers windows faces you. Several guards, armed and armored, stand ready for trouble of any sort. Near the tellers stands a table of fine wood for those who need to do some writing. You also see a money-changer's booth, a bucket of viscous gloop and the tellers' windows. Obvious exits: out.

[go2]>out

Cazzerkon just arrived. You go out. [The Crossing, Hodierna Way - 732] The hustle of crowds making their way between the secular and religious centers of town that converge here carries you along with its momentum. The granite and marble facade of the First Provincial Bank catches your eye, standing before you as solid as its name. A Gor'Tog guard armed with pike and crossbow is posted at the door, while a few well-dressed merchants congregate outside. You also see a large parchment and a big orange sign with a picture of a smiling Dwarf. Obvious paths: east, southwest, northwest.

[go2]>east

You go east. [The Crossing, Hodierna Way - 731] When no straggling pedestrian heads home for the night and no squeaking caravan wheels break the silence, sometimes a nightingale can be heard. Lamps in the windows of the Orders headquarters show someone is working late, and light shines to the southwest, where the Temple illuminates the dark sky. You also see a walkway ramp and a news stand with a parchment scroll on it. Obvious paths: north, east, south, west.

[go2]>north

You go north. [The Crossing, Albreda Boulevard - 754] The blank side of the Town Hall building stands to the west, its modest construction evident from this oblique angle. Upscale emporiums and services line the east side of the broad boulevard here, with shoppers casually glancing in the windows and doors to see the latest in trade goods from the outlying lands of Elanthia. You also see a gilded walkway. Obvious paths: north, south, west.

[go2]>north

You go north. [The Crossing, Albreda Boulevard - 751] This broad junction links Albreda Boulevard with the pleasant, tree-lined street to the west and the flower-dappled lane to the north. Such a refreshing vista invites you to stop and soak in the town's atmosphere. To the west you see the gabled slate roof of Town Hall. From the northwest comes the hue and cry of itinerant merchants, peddlers and soothsayers, vying for the attention of the adventurers gathered there in the Town's Green. You also see a gilded walkway and Grisgonda's Jewelry Shop. Obvious paths: north, south, west.

[go2]>go shop

[Grisgonda's Gems and Jewels - 4697] As you step into the room, your feet sink into plush carpets. The walls are set with numerous locked display cases. A well-dressed guard gives you a polite visual once over and steps aside so you may enter. Gems of every sort and size, from slivers of plain looking crystal to a massive heart-shaped gem the size of a Gor'Tog's fist are displayed. Grisgonda herself sits at a plain black marble desk with a bright lamp upon it inspecting gems that have been brought in for sale by other adventurers. You also see a side room and a gold easel with a leather-bound catalog on it. Obvious exits: out.

[go2]>go room

[Grisgonda's, Appraisal Room - 4652] This small room is filled with the subdued glimmer of many gems. Locked cases of heavy crystal line the walls, each containing a staggering array of precious stones and gems of endless variety, cut, color and shape. A soft white light falls upon a small table covered with black velvet. It radiates from a curious lamp set in the center of the table. You also see some display cases with several things on it, a Dwarven appraiser and a silver bucket. Also here: Tradesman Deschein. Obvious exits: out.

[go2: travel time: 0:00:04]

--- Lich: go2 has exited.

.tief
[Script TIEF is running, Esc to cancel, Shift-Esc to pause]
get my tongs

tie my tongs to my forg belt
get my hammer
tie my hammer to my forg belt
get my rod

You pull at it, but the ties prevent you. Maybe if you untie it,
first?
tie my rod to my forg belt
You must be holding the item to tie to the belt.
get my bellows
You pull at it, but the ties prevent you. Maybe if you untie it,
first?
You must be holding the item to tie to the belt.
tie my bellows to my forg belt
You get a stirring rod with decorative platinum accents from
inside your backpack.
get my shovel
There's no more room on the forger's belt for the stirring rod,
try untying something first!
[If you have tied something that has something else on it, try
untying that item first.]
You pull at it, but the ties prevent you. Maybe if you untie it,
first?
You must be holding the item to tie to the belt.
tie my shovel to my forg belt
You pull at it, but the ties prevent you. Maybe if you untie it,
first?
look on my forg belt
[script done]
You must be holding the item to tie to the belt.
On the forger's belt you see a leather bellows, a stirring rod, a
curved shovel, some polished tongs and a forging hammer.
.tiea
[Script TIEA is running, Esc to cancel, Shift-Esc to pause]
get my mortar to my alc belt
tie my mortar to my alc belt
get my pestle to my alc belt
tie my pestle to my alc belt
get my mix stick to my alc belt
tie my mix stick to my alc belt
get my sieve to my alc belt
tie my sieve to my alc belt
get my bowl to my alc belt
You get an iron mortar from inside your backpack which is mortar
your alchemist's belt.
tie my bowl to my alc belt
look on my alch belt
[script done]
You attach an iron mortar to your alchemist's belt.
You get an iron pestle from inside your backpack which is pestle
your alchemist's belt.
You attach an iron pestle to your alchemist's belt.
You pull at it, but the ties prevent you. Maybe if you untie it,
first?
You must be holding the item to tie to the belt.
You pull at it, but the ties prevent you. Maybe if you untie it,
first?
You must be holding the item to tie to the belt.
You pull at it, but the ties prevent you. Maybe if you untie it,
first?
You must be holding the item to tie to the belt.
On the alchemist's belt you see an iron pestle, an iron mortar, a
large bowl, a grooved mixing stick and an oblong wire sieve.
spec fines
You focus yourself on presenting your best appearance, and feel
your confidence grow as you realize you are able to act with
greater finesse.
get pou
You get a blue gem pouch from inside your backpack.
sell pou

You ask the Dwarf to buy a blue gem pouch. The Dwarven appraiser scrutinizes the contents of the gem pouch carefully, then hands you 277577 Kronars.

skill

Circle: 49 Showing all skills with field experience.

|SKILL: Rank/Percent towards next rank/Amount learning/Mindstate Fraction Trading: 258 58% scrutinizing (17/34) |

Total Ranks Displayed: 258 Time Development Points: 32 Favors: 22 Deaths: 0 Departs: 0 Overall state of mind: clear EXP HELP for more information

.tiea
[Script TIEA is running, Esc to cancel, Shift-Esc to pause]
get my mortar to my alc belt
tie my mortar to my alc belt
You pull at it, but the ties prevent you. Maybe if you untie it,
first?
get my pestle to my alc belt
tie my pestle to my alc belt
You must be holding the item to tie to the belt.
You pull at it, but the ties prevent you. Maybe if you untie it,
first?
get my mix stick to my alc belt
You must be holding the item to tie to the belt.
tie my mix stick to my alc belt
You pull at it, but the ties prevent you. Maybe if you untie it,
first?
get my sieve to my alc belt
tie my sieve to my alc belt
You must be holding the item to tie to the belt.
get my bowl to my alc belt
You pull at it, but the ties prevent you. Maybe if you untie it,
first?
tie my bowl to my alc belt
You must be holding the item to tie to the belt.
look on my alch belt
[script done]
You pull at it, but the ties prevent you. Maybe if you untie it,
first?
You must be holding the item to tie to the belt.
On the alchemist's belt you see an iron pestle, an iron mortar, a
large bowl, a grooved mixing stick and an oblong wire sieve.
stow
You put your rod in your backpack.
drop pou
You drop a blue gem pouch.
look in my back
In the backpack you see a stirring rod, an iron drawknife, some
knitting needles, a basic stamp, a journeyman remedy book, an
alchemy logbook, a glowing Kertigen orb, a crimson glass ring, a
pair of copper zills, a throwing spike, a cerulean razor, a golden
dolphin, a journeyman tailoring book, some wool yarn, an
outfitting logbook, some knitting needles, a journeyman shaping
book, an engineering logbook, a carving knife, a wood shaper, a
metal drawknife, an iron rasp, a simple compendium, a journeyman
blacksmithing book, a flask of oil, a forging logbook, some plain
pliers and a basic stamp.
.log
[Script LOG is running, Esc to cancel, Shift-Esc to pause]
read logbook
read second logbook
read third logbook
You open your logbook and sort through its contents.
This logbook is tracking a work order that has expired. You must
untie any items bundled with the logbook then ASK the trainer for
another work order.
You open your logbook and sort through its contents.
This logbook is not currently tracking any work orders.

This logbook has been used to complete: 0 Easy, 0 Challenging and 0 Hard Jewelry making work orders. 0 Easy, 421 Challenging and 0 Hard Tailoring work orders. 0 Easy, 0 Challenging and 0 Hard Artistry work orders.

read fourth logbook
read fifth logbook
[script done]
You open your logbook and sort through its contents.
This logbook is not currently tracking any work orders.

This logbook has been used to complete: 0 Easy, 0 Challenging and 0 Hard Tinkering work orders. 0 Easy, 302 Challenging and 0 Hard Shaping work orders. 0 Easy, 0 Challenging and 0 Hard Carving work orders. You open your logbook and sort through its contents. This logbook is not currently tracking any work orders.

This logbook has been used to complete: 0 Easy, 594 Challenging and 0 Hard Blacksmithing work orders. 0 Easy, 0 Challenging and 0 Hard Armorsmithing work orders. 0 Easy, 0 Challenging and 0 Hard Weaponsmithing work orders. I could not find what you were referring to.

;workorders "remedies"

--- Lich: go2 active.

[go2: ETA: 0:00:02 (13 rooms to move through)]

[go2]>out

You go out. [Grisgonda's Gems and Jewels - 4697] As you step into the room, your feet sink into plush carpets. The walls are set with numerous locked display cases. A well-dressed guard gives you a polite visual once over and steps aside so you may enter. Gems of every sort and size, from slivers of plain looking crystal to a massive heart-shaped gem the size of a Gor'Tog's fist are displayed. Grisgonda herself sits at a plain black marble desk with a bright lamp upon it inspecting gems that have been brought in for sale by other adventurers. You also see a side room and a gold easel with a leather-bound catalog on it. Obvious exits: out.

[go2]>out

You go out. [The Crossing, Albreda Boulevard - 751] This broad junction links Albreda Boulevard with the pleasant, tree-lined street to the west and the flower-dappled lane to the north. Such a refreshing vista invites you to stop and soak in the town's atmosphere. To the west you see the gabled slate roof of Town Hall. From the northwest comes the hue and cry of itinerant merchants, peddlers and soothsayers, vying for the attention of the adventurers gathered there in the Town's Green. You also see a gilded walkway and Grisgonda's Jewelry Shop. Obvious paths: north, south, west.

[go2]>south

You go south. [The Crossing, Albreda Boulevard - 754] The blank side of the Town Hall building stands to the west, its modest construction evident from this oblique angle. Upscale emporiums and services line the east side of the broad boulevard here, with shoppers casually glancing in the windows and doors to see the latest in trade goods from the outlying lands of Elanthia. You also see a gilded walkway. Obvious paths: north, south, west.

[go2]>south

You go south. [The Crossing, Hodierna Way - 731] When no straggling pedestrian heads home for the night and no squeaking caravan wheels break the silence, sometimes a nightingale can be heard. Lamps in the windows of the Orders headquarters show someone is working late, and light shines to the southwest, where the Temple illuminates the dark sky. You also see a town guard, a walkway ramp and a news stand with a parchment scroll on it. Obvious paths: north, east, south, west.

[go2]>west

You go west. [The Crossing, Hodierna Way - 732] The hustle of crowds making their way between the secular and religious centers of town that converge here carries you along with its momentum. The granite and marble facade of the First Provincial Bank catches your eye, standing before you as solid as its name. A Gor'Tog guard armed with pike and crossbow is posted at the door, while a few well-dressed merchants congregate outside. You also see a large parchment and a big orange sign with a picture of a smiling Dwarf. Also here: Malwist. Obvious paths: east, southwest, northwest.

[go2]>southwest

You run southwest. [The Crossing, Immortals' Approach - 741] This stretch of road is wide and paved with smooth stone blocks. Cherry trees in carved stone planters border the sweeping approach while softening the exterior walls surrounding the Temple grounds. Flames brightly visible in the dark flare from the tops of three tall towers standing guard over the orb of the Main Temple. Fragile walkways lash the towers to each other high above the orb. You also see the Longbow Bridge, the locked almsbox and a high granite wall surrounding the temple grounds. Obvious paths: northeast, northwest.

[go2]>go bridge

[The Crossing, Chieftain Walk - 928] This busy threeway is a vital link. The Longbow Bridge feeds into it from the northeast, and the warehouse and dock district which stand to the south and west bustle with activity. The commercial district to the northwest, and the pleasant and populous beach resort are to the southeast, just at the mouth of the River Oxenwaithe, where it empties into the Segoltha.

Obvious paths: north, southeast, southwest.

[go2]>north

You run north. [The Crossing, 3 Retainers' Crescent - 927] The Longbow Bridge is due east, as the river flows beneath it, just at the edge of your vision. To the south is the Shipyard and The Strand, a pleasant beach where the two rivers that define the life of the Crossing meet. To the west are the commercial institutions that are the centers of trade and finance. You also see a silverfish. Obvious paths: north, south, west.

[go2]>west

You run west. [The Crossing, Drayhorse Trace - 924] The constant clamor of hooves on cobblestones echoes off the walls of the distribution centers, granaries, magazines, and storehouses that border the street in this part of town. Horse-drawn flatbed wagons, mounted merchants on fine steeds, and carriages bearing regal ladies all clatter by, raising whorls of dust.

Obvious paths: east, northwest.

[go2]>northwest

You run northwest. [The Crossing, Drayhorse Trace - 911] A long, fortified warehouse here extends to the west into Mercantile Street. It looks more like some kind of military storehouse or armory. Guards dressed in some kind of private uniforms discourage you from further satisfying your curiosity about the structure. You turn your attention to the waters of the River Oxenwaithe, which from this spot is visible both to the north and the east, as it snakes its way southwards around this promontory.

Obvious paths: north, southeast, west.

[go2]>north

You run north. [The Crossing, Gold Barque Quay - 910] Several swank-looking private boats, gondolas and a few sleek, flat-bottomed river boats are tied up here. A large log raft stands in dry dock on some stone pilings, ready to be put into service on those occasions when the floods of demonic weather cause the River Oxenwaithe to o'erflow its banks and wash out the town's two bridges or if invaders breach the town's defenses and set torch to them.

Obvious paths: southeast, south, west.

[go2]>west

You go west. [The Crossing, Bank Street - 909] The Moneylender's commands a breathtaking view of the River Oxenwaithe and its aquatic commerce flowing south towards the mighty Segoltha River and thence eastward to the sea. From its top-floor windows the bankers can keep watch over the Traders' Guild to the west, and can view the low sprawling warehouses and docks to the south. Directly across the river is a curious dwelling with a glass gazebo atop it. You also see a well-used road leading to the Engineering Society Depot and the Zoluren Alchemy Society Building. Obvious paths: east, west.

[go2]>go buil

[Alchemy Society, Entrance - 8859] Ill-fitted boulders jut at odd angles from the damp granite walls. Even the ceiling looks a bit ramshackle here, as though the entry-way were built with speed more than safety in mind. A slight draft blows from deep inside the building and carries a mixture of odd smells with it. You also see an oak door and a prestige board. Obvious exits: south.

[go2: travel time: 0:00:05]

--- Lich: go2 has exited.

--- Lich: go2 active.

[go2: ETA: 0:00:00 (1 rooms to move through)]

[go2]>south

You go south. [Alchemy Society, Tool Shop - 8860] Tall oak supply crates flank an extended counter displaying various alchemical tools for sale. A pair of robed individuals rush about helping customers restock. You notice the overwhelming combination of smells is somewhat reduced here. You also see a clerk, a plant grinder, a large sign, a sturdy low counter with a small placard on it and a dry press. Obvious exits: north, south.

[go2: travel time: 0:00:00]

--- Lich: go2 has exited.

--- Lich: go2 active.

[go2: ETA: 0:00:00 (1 rooms to move through)]

[go2]>south

You go south. [Alchemy Society, Bookstore - 8861] A haze of dust permeates the air and casts a glow about the wall torches. A large bookshelf rests against the back wall and a robed figure scurries up and down a ladder to sell tomes and recipes to interested patrons. You also see a large sign. Obvious exits: north, south.

[go2: travel time: 0:00:00]

--- Lich: go2 has exited.

--- Lich: go2 active.

[go2: ETA: 0:00:00 (1 rooms to move through)]

[go2]>south

You go south. [Alchemy Society, Supplies - 8862] A pungent odor combines with the powder-filled air to make breathing here more difficult. Racks of spices, herbs, plants and other materials line the walls as attendants scurry about helping customers. Pewter trays in each corner hold burning incense sticks. Despite the size and large amount of smoke wafting from each stick, it is nearly impossible to detect even a hint of their scent. You also see Alchemy Society Master Lanshado, a plant grinder, a large sign and a dry press. Obvious exits: north, south.

[go2: travel time: 0:00:00]

--- Lich: go2 has exited.

[workorders]>get my alchemy logbook

You get an alchemy work order logbook from inside your backpack.

[workorders]>ask Lanshado for challenging remedies work

Lanshado shuffles through some notes and says, "Alright, this is an order for some chest salve. I need 5 stacks (5 uses each) of superior quality, made from any material and due in 155 roisaen. Please complete the items, bundle them with your logbook and then give me the logbook to complete this order. Good luck!"

You seem to recall this item being somewhere in chapter 3 of the instruction book.

[workorders]>ask Lanshado for challenging remedies work

Lanshado shuffles through some notes and says, "Alright, this is an order for some face ointment. I need 2 stacks (5 uses each) of superior quality, made from any material and due in 75 roisaen. Please complete the items, bundle them with your logbook and then give me the logbook to complete this order. Good luck!"

You seem to recall this item being somewhere in chapter 5 of the instruction book.

[workorders]>put my logbook in my backpack

You put your logbook in your backpack.

[workorders]>wealth kronars

27 platinum, 7 gold, 8 silver, 7 bronze, and 7 copper Kronars (277877 copper Kronars).

[workorders]>get coal nugget from my backpack

What were you referring to?

[workorders]>get second coal nugget from my backpack

What were you referring to?

--- Lich: go2 active.

[go2: ETA: 0:00:04 (24 rooms to move through)]

[go2]>north

You go north. [Alchemy Society, Bookstore - 8861] A haze of dust permeates the air and casts a glow about the wall torches. A large bookshelf rests against the back wall and a robed figure scurries up and down a ladder to sell tomes and recipes to interested patrons. You also see a large sign. Obvious exits: north, south.

[go2]>north

You go north. [Alchemy Society, Tool Shop - 8860] Tall oak supply crates flank an extended counter displaying various alchemical tools for sale. A pair of robed individuals rush about helping customers restock. You notice the overwhelming combination of smells is somewhat reduced here. You also see a clerk, a plant grinder, a large sign, a sturdy low counter with a small placard on it and a dry press. Obvious exits: north, south.

[go2]>north

You go north. [Alchemy Society, Entrance - 8859] Ill-fitted boulders jut at odd angles from the damp granite walls. Even the ceiling looks a bit ramshackle here, as though the entry-way were built with speed more than safety in mind. A slight draft blows from deep inside the building and carries a mixture of odd smells with it. You also see an oak door and a prestige board. Obvious exits: south.

[go2]>go door

[The Crossing, Bank Street - 909] The Moneylender's commands a breathtaking view of the River Oxenwaithe and its aquatic commerce flowing south towards the mighty Segoltha River and thence eastward to the sea. From its top-floor windows the bankers can keep watch over the Traders' Guild to the west, and can view the low sprawling warehouses and docks to the south. Directly across the river is a curious dwelling with a glass gazebo atop it. You also see a well-used road leading to the Engineering Society Depot and the Zoluren Alchemy Society Building. Obvious paths: east, west.

[go2]>east

You go east. [The Crossing, Gold Barque Quay - 910] Several swank-looking private boats, gondolas and a few sleek, flat-bottomed river boats are tied up here. A large log raft stands in dry dock on some stone pilings, ready to be put into service on those occasions when the floods of demonic weather cause the River Oxenwaithe to o'erflow its banks and wash out the town's two bridges or if invaders breach the town's defenses and set torch to them.

Obvious paths: southeast, south, west.

[go2]>south

You go south. [The Crossing, Drayhorse Trace - 911] A long, fortified warehouse here extends to the west into Mercantile Street. It looks more like some kind of military storehouse or armory. Guards dressed in some kind of private uniforms discourage you from further satisfying your curiosity about the structure. You turn your attention to the waters of the River Oxenwaithe, which from this spot is visible both to the north and the east, as it snakes its way southwards around this promontory.

Obvious paths: north, southeast, west.

[go2]>southeast

You go southeast. [The Crossing, Drayhorse Trace - 924] The constant clamor of hooves on cobblestones echoes off the walls of the distribution centers, granaries, magazines, and storehouses that border the street in this part of town. Horse-drawn flatbed wagons, mounted merchants on fine steeds, and carriages bearing regal ladies all clatter by, raising whorls of dust.

Obvious paths: east, northwest.

[go2]>east

You go east. [The Crossing, 3 Retainers' Crescent - 927] The Longbow Bridge is due east, as the river flows beneath it, just at the edge of your vision. To the south is the Shipyard and The Strand, a pleasant beach where the two rivers that define the life of the Crossing meet. To the west are the commercial institutions that are the centers of trade and finance. You also see a silverfish. Obvious paths: north, south, west.

[go2]>south

You run south. [The Crossing, Chieftain Walk - 928] This busy threeway is a vital link. The Longbow Bridge feeds into it from the northeast, and the warehouse and dock district which stand to the south and west bustle with activity. The commercial district to the northwest, and the pleasant and populous beach resort are to the southeast, just at the mouth of the River Oxenwaithe, where it empties into the Segoltha.

Obvious paths: north, southeast, southwest.

[go2]>go bridge

[The Crossing, Immortals' Approach - 741] This stretch of road is wide and paved with smooth stone blocks. Cherry trees in carved stone planters border the sweeping approach while softening the exterior walls surrounding the Temple grounds. Flames brightly visible in the dark flare from the tops of three tall towers standing guard over the orb of the Main Temple. Fragile walkways lash the towers to each other high above the orb. You also see the Longbow Bridge, the locked almsbox and a high granite wall surrounding the temple grounds. Also here: Vaprack. Obvious paths: northeast, northwest. Vaprack goes northwest.

[go2]>northeast

Abee just arrived. You run northeast. [The Crossing, Hodierna Way - 732] The hustle of crowds making their way between the secular and religious centers of town that converge here carries you along with its momentum. The granite and marble facade of the First Provincial Bank catches your eye, standing before you as solid as its name. A Gor'Tog guard armed with pike and crossbow is posted at the door, while a few well-dressed merchants congregate outside. You also see a large parchment and a big orange sign with a picture of a smiling Dwarf. Also here: Mhadaz. Obvious paths: east, southwest, northwest.

[go2]>northwest

You run northwest. [The Crossing, Alamhif Trace - 733] This pivotal junction connects many of the Crossing's key locations. Blazing to the south in the night sky are the flames on the Temple's three towers, while the lights of Town Green and Town Hall can be seen off towards the north and northeast. The babble of many languages, clan and guild and folk fill the air here, busy at every hour. Travelers dressed in all manner of costume, garb and battle gear amble past, admiring the darkened outlines of the buildings, or looking about to get their bearings. You also see a town guard and the Carousel square. Obvious paths: north, southeast, west.

[go2]>north

You run north. [The Crossing, Lunat Shade Road - 753] Majestic lunat trees line this byway, donated by the town's prosperous traders, a reminder of how their Guild delights in improving the quality of life for beings all over Elanthia. One such wealthy merchant, though not as ostentatious as most, is Berolt, the dry goods dealer. His venerable general store here outfits adventurers with all the basic necessities. The row of trees on the north side of the street also serves to shade the south half of Town Green.

Obvious paths: north, east, south.

[go2]>north

You run north. [The Crossing, Town Green South - 792] A gap in the stand of lunat trees leads south into Lunat Shade Road. In that general direction the lights shining from Berolt's Dry Goods, the Town Hall, the soaring presence of the Temple, the Provincial Bank and other key structures can be seen. A few loafers loll on the grass, watching those entering and leaving the green, or laying back to gaze at the night sky. A lone nightingale serenades from the hedges bordering the park, unaware of its appreciative audience.

Obvious paths: north, northeast, east, south, west, northwest.

[go2]>north

You go north. [The Crossing, Town Green North - 788] A small path of bent grass leads to a narrow stretch of cobblestones between the grass and the privet hedge that stands before Milgrym the Weaponsmith's. The town's main source of serviceable arms, Milgrym does a good trade and has a solid reputation. The stream of customers, though steady, seems careful not to disturb the usual tranquility of the facing greensward. You also see a town guard, a spotted white and black lizard that is sitting, the town green pond and a public listings board. Also here: Tytani who is sitting. Obvious paths: north, east, southeast, south, southwest, west.

[go2]>north

You go north. [The Crossing, Via Iltesh - 787] The lane is quite narrow here, with the sides of the Armorer's and Weaponsmith's shops encroaching on the path itself. Their huddling structures and the shady hedges and lunats that form this northern boundary of the Town Green cause slippery moss to grow upon the cobblestones and cast a cool, damp pall over this end of the street.

Obvious paths: north, south.

[go2]>north

You go north. [The Crossing, Via Iltesh - 786] This small lane off of Clanthew Boulevard narrows to the south and grows wider as it leads north into the main road, giving it a shape reminiscent of the blade of a huge greatsword. Due south you can see the verdant border of the Town Green and the shops of the Weaponsmith and Armorer. To the northeast is the dome of the Champions' Arena and to the west, the three-story colonnades of the Academy dominate the skyline.

Obvious paths: north, south.

[go2]>north

You go north. [The Crossing, Clanthew Boulevard - 768] The cobblestones here are grey and flecked with crystals that sparkle as you move along the boulevard. High walls over which loom still higher structures with shuttered, mute windows that face the street and baked tile roofs, indicate you are passing through one of the wealthier residential sections of the Crossing. You also see a small hut with a grey raven perched on the roof and a grand stone archway with a bronze plaque on it. Obvious paths: east, south, west.

[go2]>east

You run east. [The Crossing, Clanthew Boulevard - 767] Intimidatingly large passersby crowd around you, and you gulp as you notice most of the men and women here of all races tower above their average counterparts. They also tend to dress differently - fully equipped, even in the midst of the city - in leathers, hide and armor, weapons drawn or at the ready over shoulders or at their sides. Carefully you make your way through the throng, since something tells you this would not be a good spot to step on anyone's toes. You also see a city meeting hall. Obvious paths: east, south, west.

[go2]>east

You run east. [The Crossing, Champions' Square - 766] Statues of famous barbarians and arena champions form an arcade leading to the arched steel-clad door of the Barbarians' Guild. The building itself is high and massive, and the roof rises into a dome towards the east, covering the Champions' Arena. Through narrow, slit windows you can hear the clang of weapon on shield, and the voice of the trainers barking out instructions to the would-be fighters, gladiators, knights and mercenaries within. You also see a town guard and a sturdy stone structure. Obvious paths: north, south, west.

[go2]>south

You run south. [The Crossing, Trothfang Street - 760] Due north you see the square that marks the entrance to the Barbarians' Guild, with its arcade of caryatides and telamones, life-size and lifelike sculptures of former female and male Arena Champions. The covered entryway to the Arena is dead ahead to the east, while beyond that rise the town walls. You also see the Crossing Forging Society Building, an iron anvil, a pile of fuel, a slack tub filled with water, a large waste bucket and a glowing forge. Obvious paths: north, east.

[go2]>go building

[Forging Society, Book Store - 8771] Freshly chiseled granite walls surround an area where forgers can quickly resupply. A passageway covered by a leather flap pierces the wall to the south, and from the passage resound the clangs of an anvil chorus. A simple wooden door leads back outside. You also see a prestige board and a large sign. Obvious exits: south.

[go2]>south

You run south. [Forging Society, Lobby and Maker's Mark Ordering - 8772] A chamber with stone walls and a lofty, vaulted ceiling links the rooms of the forge. Its high arches help to subdue the clangor, letting it rise and echo in the space overhead. Waves of heat and flickering reddish light from the foundries to the west strive with the scream of the grindstones to the east and the pounding din of metal on metal from the smithies to the south. You also see Forging Society Mistress Yalda, a large sign, an armorsmithing chart hanging from the wall, a weaponsmithing chart hanging from the wall and a blacksmithing chart hanging from the wall. Obvious exits: north, east, south, west.

[go2]>south

You run south. [Forging Society, Supplies - 8775] A chamber with stone walls and a lofty, vaulted ceiling links the rooms of the forge. Its high arches help to subdue the clangor, letting it rise and echo in the space overhead. Waves of heat and flickering reddish light from the foundries to the west strive with the scream of the grindstones to the east and the pounding din of metal on metal from the smithies to the south. You also see a sailcloth vest trimmed with whalebone beads and gull feathers, a large sign, a central arch, a western arch and an eastern arch. Obvious exits: north.

[go2: travel time: 0:00:09]

--- Lich: go2 has exited.

[workorders]>order 2

The attendant says, "You can purchase a massive coal nugget for 212 Kronars. Just order it again and we'll see it done!"

[workorders]>order 2

The attendant takes some coins from you and hands you a massive coal nugget.

[workorders]>put my coal nugget in my backpack

You put your nugget in your backpack.

[workorders]>get alcohol from my backpack

What were you referring to?

--- Lich: go2 active.

[go2: ETA: 0:00:04 (24 rooms to move through)]

[go2]>north

You go north. [Forging Society, Lobby and Maker's Mark Ordering - 8772] A chamber with stone walls and a lofty, vaulted ceiling links the rooms of the forge. Its high arches help to subdue the clangor, letting it rise and echo in the space overhead. Waves of heat and flickering reddish light from the foundries to the west strive with the scream of the grindstones to the east and the pounding din of metal on metal from the smithies to the south. You also see Forging Society Mistress Yalda, a large sign, an armorsmithing chart hanging from the wall, a weaponsmithing chart hanging from the wall and a blacksmithing chart hanging from the wall. Obvious exits: north, east, south, west.

[go2]>north

You go north. [Forging Society, Book Store - 8771] Freshly chiseled granite walls surround an area where forgers can quickly resupply. A passageway covered by a leather flap pierces the wall to the south, and from the passage resound the clangs of an anvil chorus. A simple wooden door leads back outside. You also see a prestige board and a large sign. Obvious exits: south.

[go2]>go door

[The Crossing, Trothfang Street - 760] Due north you see the square that marks the entrance to the Barbarians' Guild, with its arcade of caryatides and telamones, life-size and lifelike sculptures of former female and male Arena Champions. The covered entryway to the Arena is dead ahead to the east, while beyond that rise the town walls. You also see the Crossing Forging Society Building, an iron anvil, a pile of fuel, a slack tub filled with water, a large waste bucket and a glowing forge. Obvious paths: north, east.

[go2]>north

You go north. [The Crossing, Champions' Square - 766] Statues of famous barbarians and arena champions form an arcade leading to the arched steel-clad door of the Barbarians' Guild. The building itself is high and massive, and the roof rises into a dome towards the east, covering the Champions' Arena. Through narrow, slit windows you can hear the clang of weapon on shield, and the voice of the trainers barking out instructions to the would-be fighters, gladiators, knights and mercenaries within. You also see a town guard and a sturdy stone structure. Obvious paths: north, south, west.

[go2]>west

You go west. [The Crossing, Clanthew Boulevard - 767] Intimidatingly large passersby crowd around you, and you gulp as you notice most of the men and women here of all races tower above their average counterparts. They also tend to dress differently - fully equipped, even in the midst of the city - in leathers, hide and armor, weapons drawn or at the ready over shoulders or at their sides. Carefully you make your way through the throng, since something tells you this would not be a good spot to step on anyone's toes. You also see a city meeting hall. Obvious paths: east, south, west.

[go2]>west

You go west. [The Crossing, Clanthew Boulevard - 768] The cobblestones here are grey and flecked with crystals that sparkle as you move along the boulevard. High walls over which loom still higher structures with shuttered, mute windows that face the street and baked tile roofs, indicate you are passing through one of the wealthier residential sections of the Crossing. You also see a small hut with a grey raven perched on the roof and a grand stone archway with a bronze plaque on it. Obvious paths: east, south, west.

[go2]>south

You go south. [The Crossing, Via Iltesh - 786] This small lane off of Clanthew Boulevard narrows to the south and grows wider as it leads north into the main road, giving it a shape reminiscent of the blade of a huge greatsword. Due south you can see the verdant border of the Town Green and the shops of the Weaponsmith and Armorer. To the northeast is the dome of the Champions' Arena and to the west, the three-story colonnades of the Academy dominate the skyline.

Also here: Cazzerkon who is darkened by an unnatural shadow. Obvious paths: north, south.

[go2]>south

You go south. [The Crossing, Via Iltesh - 787] The lane is quite narrow here, with the sides of the Armorer's and Weaponsmith's shops encroaching on the path itself. Their huddling structures and the shady hedges and lunats that form this northern boundary of the Town Green cause slippery moss to grow upon the cobblestones and cast a cool, damp pall over this end of the street.

Obvious paths: north, south.

[go2]>south

Cazzerkon just arrived. You run south. [The Crossing, Town Green North - 788] A small path of bent grass leads to a narrow stretch of cobblestones between the grass and the privet hedge that stands before Milgrym the Weaponsmith's. The town's main source of serviceable arms, Milgrym does a good trade and has a solid reputation. The stream of customers, though steady, seems careful not to disturb the usual tranquility of the facing greensward. You also see a town guard, a spotted white and black lizard that is sitting, the town green pond and a public listings board. Also here: Tytani who is sitting. Obvious paths: north, east, southeast, south, southwest, west.

[go2]>south

A town guard ambles west. Cazzerkon just arrived. You run south. [The Crossing, Town Green South - 792] A gap in the stand of lunat trees leads south into Lunat Shade Road. In that general direction the lights shining from Berolt's Dry Goods, the Town Hall, the soaring presence of the Temple, the Provincial Bank and other key structures can be seen. A few loafers loll on the grass, watching those entering and leaving the green, or laying back to gaze at the night sky. A lone nightingale serenades from the hedges bordering the park, unaware of its appreciative audience.

Obvious paths: north, northeast, east, south, west, northwest.

[go2]>south

Cazzerkon just arrived. Cazzerkon goes south. You run south. [The Crossing, Lunat Shade Road - 753] Majestic lunat trees line this byway, donated by the town's prosperous traders, a reminder of how their Guild delights in improving the quality of life for beings all over Elanthia. One such wealthy merchant, though not as ostentatious as most, is Berolt, the dry goods dealer. His venerable general store here outfits adventurers with all the basic necessities. The row of trees on the north side of the street also serves to shade the south half of Town Green.

Obvious paths: north, east, south.

[go2]>south

You run south. [The Crossing, Alamhif Trace - 733] This pivotal junction connects many of the Crossing's key locations. Blazing to the south in the night sky are the flames on the Temple's three towers, while the lights of Town Green and Town Hall can be seen off towards the north and northeast. The babble of many languages, clan and guild and folk fill the air here, busy at every hour. Travelers dressed in all manner of costume, garb and battle gear amble past, admiring the darkened outlines of the buildings, or looking about to get their bearings. You also see a town guard and the Carousel square. Obvious paths: north, southeast, west.

[go2]>southeast

You run southeast. [The Crossing, Hodierna Way - 732] The hustle of crowds making their way between the secular and religious centers of town that converge here carries you along with its momentum. The granite and marble facade of the First Provincial Bank catches your eye, standing before you as solid as its name. A Gor'Tog guard armed with pike and crossbow is posted at the door, while a few well-dressed merchants congregate outside. You also see a large parchment and a big orange sign with a picture of a smiling Dwarf. Also here: Cazzerkon who is darkened by an unnatural shadow and Mhadaz. Obvious paths: east, southwest, northwest.

[go2]>southwest

You go southwest. [The Crossing, Immortals' Approach - 741] This stretch of road is wide and paved with smooth stone blocks. Cherry trees in carved stone planters border the sweeping approach while softening the exterior walls surrounding the Temple grounds. Flames brightly visible in the dark flare from the tops of three tall towers standing guard over the orb of the Main Temple. Fragile walkways lash the towers to each other high above the orb. You also see the Longbow Bridge, the locked almsbox and a high granite wall surrounding the temple grounds.

[go2]>go bridge

Obvious paths: northeast, northwest. [The Crossing, Chieftain Walk - 928] This busy threeway is a vital link. The Longbow Bridge feeds into it from the northeast, and the warehouse and dock district which stand to the south and west bustle with activity. The commercial district to the northwest, and the pleasant and populous beach resort are to the southeast, just at the mouth of the River Oxenwaithe, where it empties into the Segoltha.

Obvious paths: north, southeast, southwest.

[go2]>north

You go north. [The Crossing, 3 Retainers' Crescent - 927] The Longbow Bridge is due east, as the river flows beneath it, just at the edge of your vision. To the south is the Shipyard and The Strand, a pleasant beach where the two rivers that define the life of the Crossing meet. To the west are the commercial institutions that are the centers of trade and finance.

Obvious paths: north, south, west.

[go2]>west

You go west. [The Crossing, Drayhorse Trace - 924] The constant clamor of hooves on cobblestones echoes off the walls of the distribution centers, granaries, magazines, and storehouses that border the street in this part of town. Horse-drawn flatbed wagons, mounted merchants on fine steeds, and carriages bearing regal ladies all clatter by, raising whorls of dust.

Obvious paths: east, northwest.

[go2]>northwest

You go northwest. [The Crossing, Drayhorse Trace - 911] A long, fortified warehouse here extends to the west into Mercantile Street. It looks more like some kind of military storehouse or armory. Guards dressed in some kind of private uniforms discourage you from further satisfying your curiosity about the structure. You turn your attention to the waters of the River Oxenwaithe, which from this spot is visible both to the north and the east, as it snakes its way southwards around this promontory.

Obvious paths: north, southeast, west.

[go2]>north

You go north. [The Crossing, Gold Barque Quay - 910] Several swank-looking private boats, gondolas and a few sleek, flat-bottomed river boats are tied up here. A large log raft stands in dry dock on some stone pilings, ready to be put into service on those occasions when the floods of demonic weather cause the River Oxenwaithe to o'erflow its banks and wash out the town's two bridges or if invaders breach the town's defenses and set torch to them.

Obvious paths: southeast, south, west.

[go2]>west

You go west. [The Crossing, Bank Street - 909] The Moneylender's commands a breathtaking view of the River Oxenwaithe and its aquatic commerce flowing south towards the mighty Segoltha River and thence eastward to the sea. From its top-floor windows the bankers can keep watch over the Traders' Guild to the west, and can view the low sprawling warehouses and docks to the south. Directly across the river is a curious dwelling with a glass gazebo atop it. You also see a well-used road leading to the Engineering Society Depot and the Zoluren Alchemy Society Building. Obvious paths: east, west.

[go2]>go buil

[Alchemy Society, Entrance - 8859] Ill-fitted boulders jut at odd angles from the damp granite walls. Even the ceiling looks a bit ramshackle here, as though the entry-way were built with speed more than safety in mind. A slight draft blows from deep inside the building and carries a mixture of odd smells with it. You also see an oak door and a prestige board. Obvious exits: south.

[go2]>south

You go south. [Alchemy Society, Tool Shop - 8860] Tall oak supply crates flank an extended counter displaying various alchemical tools for sale. A pair of robed individuals rush about helping customers restock. You notice the overwhelming combination of smells is somewhat reduced here. You also see a clerk, a plant grinder, a large sign, a sturdy low counter with a small placard on it and a dry press. Obvious exits: north, south.

[go2]>south

You go south. [Alchemy Society, Bookstore - 8861] A haze of dust permeates the air and casts a glow about the wall torches. A large bookshelf rests against the back wall and a robed figure scurries up and down a ladder to sell tomes and recipes to interested patrons. You also see a large sign. Obvious exits: north, south.

[go2]>south

You go south. [Alchemy Society, Supplies - 8862] A pungent odor combines with the powder-filled air to make breathing here more difficult. Racks of spices, herbs, plants and other materials line the walls as attendants scurry about helping customers. Pewter trays in each corner hold burning incense sticks. Despite the size and large amount of smoke wafting from each stick, it is nearly impossible to detect even a hint of their scent. You also see Alchemy Society Master Lanshado, a plant grinder, a large sign and a dry press. Obvious exits: north, south.

[go2: travel time: 0:00:10]

--- Lich: go2 has exited.

[workorders]>order 2

The attendant says, "You can purchase 10 splashes of grain alcohol for 81 Kronars. Just order it again and we'll see it done!"

[workorders]>order 2

The attendant takes some coins from you and hands you 10 splashes of grain alcohol.

[workorders]>put my grain alcohol in my backpack

You put your alcohol in your backpack.

[workorders]>order 2

The attendant says, "You can purchase 10 splashes of grain alcohol for 81 Kronars. Just order it again and we'll see it done!"

[workorders]>order 2

The attendant takes some coins from you and hands you 10 splashes of grain alcohol.

[workorders]>put my grain alcohol in my backpack

You put your alcohol in your backpack.

[workorders]>get alcohol from backpack

You get some grain alcohol from inside your backpack.

[workorders]>get alcohol from backpack

You get some grain alcohol from inside your backpack.

[workorders]>combine alcohol

You combine the alcohol together.

[workorders]>stow right

You put your alcohol in your backpack.

[workorders]>tap my first pollen in my backpack

I could not find what you were referring to.

[workorders]>tap my first pollen in my backpack

I could not find what you were referring to.

[workorders]>order 15

The attendant says, "You can purchase (4 pieces) qun pollen for 106 Kronars. Just order it again and we'll see it done!"

[workorders]>order 15

The attendant takes some coins from you and hands you (4 pieces) qun pollen.

[workorders]>put my qun pollen in my backpack

You put your pollen in your backpack.

[workorders]>order 15

The attendant says, "You can purchase (4 pieces) qun pollen for 106 Kronars. Just order it again and we'll see it done!"

[workorders]>order 15

The attendant takes some coins from you and hands you (4 pieces) qun pollen.

[workorders]>put my qun pollen in my backpack

You put your pollen in your backpack.

--- Lich: remedy active.

[remedy]>get remed book

You get a book of journeyman remedy instructions from inside your backpack.

[remedy]>turn my book to chapter 5

You turn your book to chapter 5, entitled "External Scar Remedies".

[remedy]>read my book

|-= Chapter 5 : External Scar Remedies =- |

Page 1: some face ointment Page 6: some body poultices Page 2: some body ointment Page 7: some general purpose ointment Page 3: some limb ointment Page 8: some skin poultices Page 4: some face poultices Page 9: some limb poultices Page 5: some skin ointment

[remedy]>turn my book to page 1

You turn your book to page 1, instructions for crafting some face ointment.

[remedy]>study my book

You scan the face ointment instructions with a glance and completely understand all facets of the design. You now feel ready to begin the crafting process. Roundtime: 5 sec.

[remedy]>put my book in my backpack

You put your book in your backpack.

[remedy]>untie my mortar from my alchemist's belt

You remove an iron mortar from your alchemist's belt.

[remedy]>get my pollen

You get some qun pollen from inside your backpack.

[remedy]>put pollen in my mortar

You put your pollen in your iron mortar.

[remedy]>put my pollen in my backpack

What were you referring to?

[remedy]>untie my mortar from my alchemist's belt

Untie what?

[remedy]>get my pollen

You get some qun pollen from inside your iron mortar.

[remedy]>put pollen in my mortar

You put your pollen in your iron mortar.

[remedy]>put my pollen in my backpack

What were you referring to?

[remedy]>untie my pestle from my alchemist's belt

You remove an iron pestle from your alchemist's belt.

[remedy]>crush my pollen with my pestle

You believe that herb is best prepared by drying, and decide against crushing it.

[remedy: *\ No match was found after 15 seconds, dumping info]

[remedy: messages seen length: 1]

[remedy: message: You believe that herb is best prepared by drying, and decide against crushing it.]

[remedy: checked against [/You need another splash of water/i, /You need another splash of alcohol/i, /You toss the/i, /Upon completion you see some particulate clouding up the mixture./i, /You need another prepared herb/i, /begins to transition colors/i, /You need another catalyst material/i, /Once finished you notice clumps of material/i, /With short strokes you crush/i, /Applying the final touches/i, /That tool does not seem suitable for that task./i, /You vigorously rub/i, /Patiently you wait a few moments and then proceed/i, /Interesting thought really... but no./i, /You need to be holding the pestle first./i, /The mortar can only hold 25 pieces of material./i, /You spin your/i, /You slowly filter/i]]

[remedy]>crush my pollen with my pestle

You believe that herb is best prepared by drying, and decide against crushing it.

[remedy: *\ No match was found after 15 seconds, dumping info]

[remedy: messages seen length: 1]

[remedy: message: You believe that herb is best prepared by drying, and decide against

Dartellum commented 8 years ago

In base-crafting.yaml:

Regards, Dr. Walter Wesley "Wes" Snyder V 484-300-4833 (h) 484-431-3355 (m) 484-302-7006 (f)

On 10/25/2016 11:33 AM, Aurayn wrote:

What exactly is changing?

A CTRL F in the file yielded no qun or ithor returns.

— You are receiving this because you commented. Reply to this email directly, view it on GitHub https://github.com/rpherbig/dr-scripts/issues/901#issuecomment-256070935, or mute the thread https://github.com/notifications/unsubscribe-auth/AU8XXGEWnvWxtXbXIi92NgZ76gsmvdQeks5q3iFdgaJpZM4KSK4p.

Aurayn commented 8 years ago

Thanks Darter... I only had one of those three entries in my base-crafting.yaml and it was already set to false

Dartellum commented 7 years ago

I believe this can close. If so, could you close?