Changes made to Ansalon during 2008.
Date Wed Jan 2 01:30:02 2008
Subject Subclan promoting/demoting/discharging
Only KOT and KOS can still promote/demote/discharge cross subclans.
This is due to the other clans subclans NOT being the same,
IE. Mariner Bilson vs Orlouge, or HO Dark vs Light etc.
If you find an instance where these are needed but no one
is available, please note immortal.
Date Sat Jan 5 00:52:22 2008
Subject Wimpy lowbie weapons
We've updated the weapons in:
and Central Palanthas for now.
The mudschool ones were too strong, but the rest were way too weak.
So, the startout school ones are now nerfed (yes I said that word ;p),
BUT, you can now buy a better one at the store in those areas. Lots of
weapon changes, 99% of them got better. Mostly low level ones, but
look around, get a mage to identify them.
Have fun Lowbies!
Date Sat Jan 5 00:57:12 2008
Subject OLC on weapons
OLC shows average on weapons in creation, also shows if it's
normal/exceptional/quest etc. Also lets you know if the dice are the right
size, adjusts etc.
Ps. Yeah, it rockith.
Date Sat Jan 5 22:01:04 2008
Subject Helpers - missing helps
Helpers will now see the unanswered helps that the IMMs see.
But only from playing characters, not creating characters.
Please note, abuse of the 'helps' by having it toggled on
and doing silly helps, aka help 'someone kill this bastid' etc
Those will result in you being beaten by the staff.
Great idea, I think it was Talvidas, good call.
Date Mon Jan 7 21:43:55 2008
On next copyover, Pload will show you where you found the character that
you're loading. IE the room they used to be in etc.
Date Tue Jan 8 00:28:42 2008
Subject Rotting containers corpses etc
Even floaters now, if someone has them, the eq inside goes
to the person it was on. It was a _very_ abuseable bug before
and allowed cloning of anything.
Date Tue Jan 8 03:53:05 2008
They were getting 1/5th the value of items that rot like normal
shops. Meaning someone sells crap there, the owner was getting
cash from it when it vaped, not anymore. Talv noted, I finally
realized where it was doing it.
Date Thu Jan 10 00:06:07 2008
Subject pshops preserver
Pshops preserver no longer removes the rot on items, it STOPS
the rot from continuing. It's not a way to make items rot deaths
go away, simply halt any further aging (potions, pills, scrolls etc)
Prior to this it just vaped the timer, now it just sits there
if the shop has a preserver.
Also, keys, corpses are no longer stock/placeable. Keys
were a way to cheat around keys vaping on quit (bad).
Corpses were just nasty.
Date Fri Jan 11 20:39:10 2008
Subject picking locks dexterity
It now is affected by your dex (boggle it wasn't before), also
if you are drunk, that affects it adversely (or confused).
Just tidying up,
Date Mon Jan 14 22:30:37 2008
Subject Sleight of Hand - Palm & Plant
New skill group in for thieves and high level mages.
See also: Help Sleight of Hand (or plant/palm etc)
"SLEIGHT OF HAND" PALM PLANT SLEIGHT
The Sleight of Hand group currently includes the skills palm, and plant.
The Palm skill is one used by thieves and high level mages to GET items without
being seen doing so.
To use the palm skill simply 'palm (item)' or 'palm (item) from (container)'. If
you are successful, no one will see the action.
Not green leaves. The plant skill is the ability to quietly PUT items on others
or into their containers without them noticing.
To use the plant skill, simply 'plant (item) (person)'
or 'plant (item) (person) in (container)'.
Have fun with it.
Date Tue Jan 15 00:43:57 2008
Subject RULE CHANGE: OOL help in pk
Please read help pk. There is a new rule. (#5 is new to be exact.) There
is also a new help file in relation to the new pk rule. Please see "help
ool". If you feel there is something unclear in these help files please let
us know as soon as possible. The excuse "The rules are unclear" doesn't cut
The reason for these rule additions is simple. It's not balanced PK when
some people involved have no risk and can't be retaliated against.
Again, anything unclear, any questions PLEASE talk to one of us. We'd rather
not punish you.
Date Tue Jan 15 21:38:21 2008
Subject OOL and NOPK spells with violence
Ok, it should all be done so that if someone is violent, a NOPK can't do
anything for them with spells, and any PK player who isn't in level of that
person (see help ool) is also hindered. But, players within level of the person
can still cast spells on them, heal, gs, haste etc.
PLEASE let us know if you find any discrepancies!
Ps. The intention of this is to simply not allow things that are against the rules.
This should help make the game more enjoyable without going 'oh crap can i spell him?'
Spellups WILL drop soon if people go VIO and have OOL ones, but don't currently.
This is still against the rules (get an OOL spellup/attack etc), so please do not
abuse this, or ask for OOL spellups with intent to go PK someone.
Date Wed Jan 16 22:56:15 2008
Subject OOL spells and confusion drunk following
Finally, the code is in for stripping OOL spells from aggressors in PK. It
doesn't strip ALL spells, simply the ones that make sense and can be cast upon
them by another person. Also, it might take two times to strip them all (unsure
on that, will continue to look into it).
Players might get confused and not know which way the person they were following
went, if they are inebriated or confused sufficiently.
Date Sat Jan 19 04:20:02 2008
Subject Command Interpreter
Ok, I went through most object interaction and made things a bit smarter.
Remember... Feed potion pet?
Now it understands Feed my potion to the dwarf, feed a pie to my pet, etc.
Same goes with almost all object commands.
Toss a sword to the north, toss my sword north, etc etc.
Get a dagger from my Jairs, drop the sword, open the gate,
There's tons more, test it out.
Remove got smarter as well.
Take off my hat, removes hat, take my hat off, removes hat.
Fill up my flask from the fountain, yep it sees fill flask fountain.
All kinds of that sort of thing.
Anyway, have fun with the more intuitive commands and let me know if you find
others that seem odd. I'll be doing the attack commands as well (most
information are done).
Date Mon Jan 21 04:04:07 2008
Subject Delayed actions (scribe, brew, pick, deactivate, sharpen etc)
There is now some visual action while you're doing these, just a little
life into the action. Have fun with them.
Date Mon Jan 21 23:38:17 2008
Subject Sit, and NOfollow
With pets, to get rid of them you must now RELEASE them.
Nofol shoudln't lose them, please let us know if it does.
Sitting down should work correctly now, mis-ordered argument in code ;p.
Date Tue Jan 22 04:14:10 2008
Subject NOFOLLOW and pets (again)
In order to make the pets work correctly with regards to nofollow and
release etc, pets no longer BAIL on you when you get into a PK fight.
Charmies will, Pets stay. No longer does your pet tiger go 'hell with that,
Please let us know if you find anything 'odd'.
Date Fri Jan 25 19:04:32 2008
Subject Pfile saving
I optomized pfile saving so that it doesn't print redundant info.
Nothing huge, but it will save probably 300-800k ;p
Date Fri Jan 25 21:17:11 2008
Subject Spell listings
Ok, per Orryn's idea, we can now spell list by name (or partial name).
So, spell command can be used:
Spell 25 - Spells up to level 25
Spell 10 20 - Lists all spells from level 10 to 20
Spell all - All spells, learned or not.
Spell - All spells beginning with
IE. Spell fir does fireball, firestorm etc etc.
IE. Spell det, shows detect evil, good, neutral, invis, hidden
Skill command should follow shortly.
Date Fri Jan 25 21:38:47 2008
Subject SKILL listings by name
Ok, offshoot of Orryn's idea, we can now SKILL list by name (or partial name).
So, SKILL command can be used:
SKILL 25 - Skills up to level 25
SKILL 10 20 - Lists all skills from level 10 to 20
SKILL all - All skills, learned or not.
SKILL - All skills beginning with
IE. SKILL han - Lay on Hands, Haggle etc
IE. SKILL bl - Blind Fighting, Blowgun, Shield Block
Date Sat Jan 26 05:32:54 2008
Subject Fixed thief, and hello kitty
The spec_thief action was not taking into account 'safe rooms' before, now
Also, I made a new special for cats, the alley cats in Palanthas have a bit
more personality now. I'll make more when I can (adding life ;).
Thanks to those who alerted us to the problem with the hireling thief (and
spec_thief in particular).
Date Sat Jan 26 20:51:27 2008
Subject Updates, fixes
Alley cats got a few more, and some fixes.
Also, mobs don't 'pop' back awake now on the update, it's
a little bit more normal speed, and they might sleep a while.
Oh, and there was a bug in following mobs BOOOM, squished now,
and the crowd rejoiced.
Date Sun Jan 27 05:33:53 2008
Subject OLC and Perm Stats on Mobs
You can now Build in a Perm stat on any mob.
Default is 0, leave it there unless you want to set an
exact stat. Otherwise it will randomly generate as usual.
Currently it randomly generates, then adds in bonuses for
SPEC's (mage, cleric, warrior, thief etc). And for sentient
animal (makes it dumb int 6), undead (int 3 unless spec (lich)). etc.
So, if you want a certain mob to ALWAYS have like STR 25,
this is how you do that. Any stats that you want rolled normally,
simply don't change that one.
The command (in Medit), is PERM.
Date Sun Jan 27 10:44:59 2008
Subject OLC changeable MOB resistances & vulnerabilities.
In MEDIT: res disease 30, res pierce 40, res magic 3 etc.
These are to be used again, in special cases, not all over.
Most mobs don't require this, as the race itself will have
resistances and vulns built in.
This is more for when you have a guy who's lived like
in the tundra for years, he's res cold 40 even though human.
Etc. You can overcome racial vulns by bonus'ing the opposite.
Now, I'm sleepin.
Date Tue Jan 29 17:08:57 2008
Subject Solamnic Outpost
Thanks to Lothoemas and Talvidas we now have a new highbie area in Estwilde.
The mud was (and I guess still is) lacking in evil-favoring highbie areas,
so this is something we really needed in my opinion.
Thanks to Talv and Loth for their hard work.
Date Wed Jan 30 08:22:00 2008
Subject Prompt length
Due to popular demand, prmopts are now allowed 20 more characters
(including color changes as 2 per change. It's about time!
Date Thu Jan 31 04:02:02 2008
Subject Estimate ALL, Repair ALL
You now can, it does only the equipment you are WEARING.
Otherwise you could be footing the bill for fixing like 200 arrows.
Date Thu Jan 31 04:11:16 2008
Fixed to the new list per Saige, thanks for the
reminder Ari. ;)
Date Fri Feb 1 18:50:49 2008
Subject Looting PC corpses
The code now makes sure you're in level of the corpse to loot.
Date Fri Feb 8 23:04:49 2008
Subject Solace Map
It doesn't suckith quite so much now.
We hope it's easier to 'get' without the giant
size and all.
Date Sun Feb 10 23:42:43 2008
Subject Tacking notes
You can now tack up notes, assuming there are walls or trees, or boulders
etc. So yeah, underwater not so much, air, nope, field um, no. But have fun
Syntax is : tack , or tack
See also: Help Tack.
Date Mon Feb 11 04:32:12 2008
Subject Hand written notes (items) Multiple lines, formatting
see also: Help Write
With a blank sheet of paper, or a partially written note, one can now
write (or add to) a note, which can be given to others or even dropped
at a location. This note can also be sealed, which allows a person to
determine if the note was previously read or not. The notes can also
be TACKed up, for higher visibility.
When writing a note, the current language chosen is the
language in which the note will be written.
A sheet of paper must be HELD in order to be written. This can be a
blank sheet, or a note that has been partially written on. The most
that a single sheet can hold is around 12 lines of text.
WRITE - This will add a line to your letter, by itself
adds a blank line (use a blank line after an entry
to form a second paragraph).
WRITE FORMAT - This will format the entire note.
READ - Reads the note, rocket science...
SEAL - This will seal a note with your seal.
UNSEAL - This causes armageddon, seriously.
Have fun with it all
Date Mon Feb 11 18:29:59 2008
Subject Clarification on the multiple line notes
As it apparently wasn't clear... You can now write LONG hand-held notes.
This means like 800 characters (around 12-13 lines). So you can write
out warrants, poetry, love letters, death er nm, even maps if you have
the skill. (Yes, we listen to OOC ;).
So, have fun with them, and feel free to tack them up on the walls.
BUT, avoid obscenity, we know who writes them and bad writing will
still get you a beat down.
Date Tue Feb 12 17:21:05 2008
Subject dropped fish
Just some fun with them, drop drop them in water btw.
Date Tue Feb 12 18:54:50 2008
Subject Missing areas.. or not?
Temple of Takhisis (with all it's spaghetti built on crack halls) along
with the Abyss have been removed. They are giving us the much needed space
to build the New Neraka (map based, logical, big city so Neraka really IS
Neraka). The new one will consist of nearly 10 areas, and allow leveling and
all kinds of shops, guilds etc. But also let people actually play in Neraka.
The current one.. we'll it was a bit 1994.
Date Tue Feb 12 22:52:08 2008
Subject Food shops, fish, shop profits, pets
Any shop that will buy food, will now buy fish as well (although at a
reduced price if they don't also normally buy fish, so fish markets make
more profit). Also, many shops in Palanthas, Neraka, Solace, Caergoth,
Sanction, Gerighelm etc... did 't have things that the shops would buy, so
they'd sell, but not buy back. Now they do.
Some shops, were WACKED when it came to profits buying/selling, those have
been fixed. Oh, and some new pets in Palanthas.
Date Tue Feb 12 22:53:46 2008
Subject New Imm Command: shoplist
Shoplist is now in, the command shows all shops in the area you are in,
what profit/loss, open/close, types sold etc. This is a diagnostic tool to
fix shops, or find shops etc. If you want to see ALL shops, simply do
shoplist all (entire mud), otherwise, just shoplist and it'll show the shops
in the area you are standing in.
Date Wed Feb 13 18:30:25 2008
Subject WEB wholist - stories
The website 'who's playing' list, now will have your name link
to your stories, if you have written them. Just a quick way for
people to find your stories, check it out :).
Date Wed Feb 13 21:00:13 2008
Subject Gods, Alignments, Classes
Ok, first off we looked at the gods and realized that often, a sailor
would worship Zeboim, but not be evil.. Or a minotaur would worship
Gonnas (sarg), but be Neutral.
So, went through the list of gods and we've allowed people a little
Allowed player alignments:
Paladine - good
Majere - neutral also
Habbakuk - neutral also
Branchala - neutral also
Gilean - good also
Sirrion - good and evil also
Reorx - good also
Chislev - good also
Zivilyn - good also
Shinare - good also
Sargonnas - neutral also
Zeboim - good and neutral also
Then for the Races:
Mino's can now be good and neutral, Hylars only good (think silv of
dwarves) Kender, by the way, are no longer spellcasters. Aghar, can
now also be another class, Gnomes can be a few more classes...
There are a few more changes, in fact to many to list, but they were
in effort to make the races and alignments make sense. If you see
something you feel is not in line with the Ansalon world, let us know.
Date Thu Feb 14 01:13:42 2008
Subject fixes - hours set and potion
Stone skin allowed to be any level potion to quaf, potions now can be +20
spell or item level to use (we don't seem to have the issue of ool now that
we have the code).
Also, set hours should be correct now.
Date Fri Feb 15 19:30:39 2008
Subject Player shops Pshops
Player shops will now show the owners the last 10 things done, rather than 5.
That is all, carry on.
Date Fri Feb 15 19:30:42 2008
Subject Pshop addendum
Also, all transactions are logged in pshop/shoplog/, so we can
see if anyone's being a cheater and as such vape their shit.
Date Mon Feb 18 23:59:14 2008
Subject Builder stuff redit rlist size/exitsize light in rooms, scanning
Ok, a few changes, most are behind the scenes.
Builders now have redit rlist size, rlist exitsize, rlist elevation.
These show only the rooms with those modified (exitsize and elevation
are both shown together). Exit sizes are now in with regards to moving.
Scan: Takes into account if you can SEE the room (aka dark etc).
You can now see Quest targets in Scan [TARGET] thing etc.
Room lights... You can now huck a light into a room and see that room
if it's dark! Parts of this will change when the light code changes,
but for now, torches float on water etc ;p.
Have fun, toss a light into a dark room to light it up.
Date Fri Feb 22 22:13:09 2008
Subject Silly ships
Simply a little bit of more information now if someone's in a boat, flavor.
Enjoy, or not, it's still nifty and I like it ;p
Date Sat Feb 23 22:51:52 2008
New command for imps, allows them to port areas from builder to playport,
or playport to builder, (or coder etc if you know the password; p). This
allows for shell-less porting and overall faster area implementations.
It also makes a backup of the file, so is actually going to be the preferred
method of moving areas over to other ports. Area file is saved with date,
and hour, very hip, so if we fook up, we can undo.
Syntax: PORTAREA .
Valid arguments: 8650/8679/8650/playport/builder/coder
If you accidentally port an area it WILL copy over the area
on the target port. If you do NOT wish to keep those changes,
simply log on to THAT port and edit the area, then asave area
and it will RESAVE that area.
Backups are created in the TARGET port's area/backups/ directory.
Date Mon Feb 25 04:26:49 2008
Subject [FWD] PShops
Pshops now show tell you rather than say to the room, better for not
blabbing. They also inform the owner of quantities left when stocking etc.
Date Mon Feb 25 09:02:45 2008
Subject New M/O/Rprog Commands - Vecho Mvecho
I've added in specific echo's, vnum echo, and multi-vnum echo.
MOB VECHO 32000 A faint ringing of a bell sounds below.
ROOM VECHO 32288 You hear footsteps above.
OBJ VECHO 13500 A sudden hiss and the lights go out!
MOB MVECHO 32000 32008 An explosion sounds nearby!!
ROOM MVECHO 32000 32008 You hear the $o ringing.
OBJ MVECHO 13500 13510 You hear the sound of shattering glass nearby.
Obviously these will take some experimentation for using to their
potential, but should provide something I've always wanted to have.
Think, say a set of caves, you want to hear a sound throughout the
caves, but not the entire area.
So, you: ROOM MVECHO 21300 21330 A dull thud sounds throughout the caves.
Or where you'd normally type in 'mob at 24500 mob echo $n has arrived
on a float.
You can now just go mob transfer $n 24500, mob vecho 24500 $n has
arrived on a float.
Or, a room or object can now do it, before rooms were unable to in
Have fun with it,
Date Mon Feb 25 09:22:04 2008
Subject NOTE TO BUILDER
You can now note to builder as a target on any port, this will see if the
person has a BUILDER of that name, and then they can read that note HERE.
This should make communication easier.
Date Mon Feb 25 09:26:04 2008
Subject [FWD] NOTE TO BUILDER
[FWD Note] - [ 47] Zivilyn: NOTE TO BUILDER
[FWD Date] - Mon Feb 25 09:22:04 2008
[FWD To ] - builder [Original to:] immortal builder
[FWD List] - changes
You can now note to builder as a target on any port, this will see if the
person has a BUILDER of that name, and then they can read that note HERE.
This should make communication easier.
Date Mon Feb 25 19:13:52 2008
Um, yeah, nothing mondo (or Mondraiken, man where is he?), but you can
now HISS things, simply by ending what you say with multiple es's. Just a
little more of that flavor, should help with room RP;) .
Date Mon Feb 25 21:40:18 2008
Subject HOW you say things
You can now...
Mouth words, even in silent rooms.
Whisper sweet nothings.
Whimper like a beat dog,
Say like normal, add punctuation for fun
Exclaim things loudly,
Boast like a big stud,
Growl your orders at the peons,
Demand tribute, or anything else,
Beg for mercy,
Plead your case to the Highlord
Sob your pitiful story,
Ask a question
SAY will still do all of the things it does, with asking incredulously etc.
The rest are simply if you want a little more.
So have fun with the ARPEE!
Date Tue Feb 26 22:38:47 2008
Subject Hissing and grunting
New ways to 'talk', see also the helpfile on 'say' (or hiss/grunt etc).
How you 'say' can have fun effects on how it comes out, aka you can hiss by
simply ending with ss's if you like. Anyway, read the helpfile, have fun
Date Wed Feb 27 23:25:47 2008
Subject More parts, mob races (mostly builder info)
Mouse, rat, pony, horse, mule, donkey, deer, elk, chicken, parrot,
pheasant, hawk, eagle are added as valid mob races (this means we'll have to
change a number of mobs and bring them over from the builder port yes).
Also, feathers, beaks and hooves are new 'chop off' parts.
Date Thu Feb 28 20:16:22 2008
Subject More mob races, mods
Clerist tower lower, the mobs got fixed, also put in some more mob races,
sharks, fish, ferrets, worms, houseflies (tons anyway), so that mobs will
have the right parts, act right etc.
Anyway, have fun with the feathers :)
Date Fri Feb 29 20:16:23 2008
Ignore now works for says.
Date Fri Feb 29 20:16:24 2008
Subject Fishing bait
It wears down when it gets chewed on, stock up on bait.
Please don't gripe, fishing makes tons of money, just consider
it a needed step.
Date Fri Feb 29 20:18:05 2008
Subject PORTALTO (mob command)
Means mobs can now make portals from where they are, to another room
at will. They can specify a portal to use, or without one just use
the standard 'gate' (timered at 10).
So, now we can have ships dock, finally, free roaming ships with
gangplanks that connect when they land etc.
Documentation on mprog guide on our website.
MOB PORTALTO [vnum][portal vnum]
This command lets mobs link areas with portals, if you don't
specify a portal (or use #25) it will vape in 10 ticks.
Example: We have a new gangplank portal named gangplank trsgp
(Pick a UNIQUE name if you want the mob to be able to find/purge old ones)
if objexists trsgp
mob at trsgp mob purge trsgp
if objexists trsgp
mob at trsgp mob purge trsgp
say Thanks, we're just arriving at the docks of Caergoth now!
mob portalto 16200 13610
mob echo A sailor pushes a gangplank off the stern onto the docks at Caergoth.
mob vecho 16200 A sailor ties off the Percheron and pushes a gangplank to the dock.
mob junk ticket
Date Mon Mar 3 21:28:30 2008
Subject Dragonarmies vs KOT
Ok, it's taken us quite a while but we all came to the conclusion that the KOT
clan is dead, not only does it not fit in with our overall timeline of
Chronicles through Legends (pre-war through war of the Lance). But it's Role
play stagnated and died long ago.
Call this a rewind, Dragonarmies are back. BUT, anyone wishing to form a wing
will still be required to role-play as they were creating a new subclan. As of
right now, the Green wing exists and is flourishing, the rest have not been
spotted. (OOC: The code is in, but we need dedicated role play, and halls to be
built if purchased).
We do suggest, as the staff, that the role play be open to all. It's our firm
belief that the closed-door policy of 'only our buddies can RP with us' is the
main cause of the demise of the KOT. I do understand that, I've been guilty of
that myself at times with my characters... but it drives people to dislike clans
if they never leave. Cases in point: Wildrunner pre-split, Handler, and KOT.
Have fun, let us know if you would like to organize a Wing and get going!
Ziv & Crew.
Ps. For those historically challenged, we had DA, then Grey Order (kot different
name), then DA, then KOT, now we're back to Dragonarmy. I think we want to stick
with Dragonarmy for clarity in role-play, timelines, and sheer fun of role play.
Date Tue Mar 4 20:09:35 2008
Subject gem prices
SOMEHOW, gems got changed to be priced AT item cost, rather than only
when purchased. This means our diamonds were 10, 000 copper, instead of 11,
000 copper (1.1 silver). The code was fixed, you can purchase a regular
diamond at 11, 000, sell for 10, 000 (all shops carrying diamonds were made
sure 110/90 profit/markdown.
I'm not sure how long this was fubar, but I suspect for a while
because no one else has touched the code in some time. No friggin
wonder people were buying so much, 10% off sale going.
Date Wed Mar 5 08:22:09 2008
The parsing code was missing an argument, meaning, envenom works again.
See also: Help Envenom.
Date Thu Mar 6 21:33:54 2008
Subject Intelligence, confusion, faith
Intelligence now has an effect on if you can speak, cast spells.
Stupid people can't speak. Confusion's int drop is less now, so you aren't
instantly a vegetable. Lower intelligence can cause spell casting to fail,
be it from just plain being dumb, or affects.
Stupid people will have problems reading scrolls, and a few other things.
Basically, intelligence finally matters. Please let us know if you find
things that you can't do and think you should be able to (note us with your
current INT as well). Or if there are more things that you feel should be
influenced by being dumb as a post, let us in on it.
Alignment has bearing on clerical casting types, clerics, templars,
paladins must have their alignment in line with their god (this takes into
account the gods which allow more than one alignment).
The SIZE of an exit will determine how hard it is to toss items through, I
don't think this will affect anything yet as most openings (exits) are max
Also, the new mob races don't show up as humanoid now. ;p.
Date Fri Mar 7 00:43:19 2008
Subject Create food spell
Have fun. It's now a little more interesting.
Date Fri Mar 7 20:51:20 2008
Subject Spamming & Spells (Mage/BMage only)
As we are smack dab in the War of the Lance era, we have put in that spell
casting improvements can only be made if you are in the Conclave, or the
spell level (or you) are under level 15.
What this means:
You can PRACTICE a spell anywhere you could before as usual.
The random improvements in the spell (spamming for increase) now only happen
for spells 1-14th level if the character is not in the Conclave.
OR any level if you're in the Conclave.
The concept is that when you were casting, a Master walked by and said
'Your intonation on that is slightly off on the third.. etc'
As we don't have any other form of Arcane magic (no Takhisis granted arcane
magic, or Wild magic), only the moons control the magic.
What this means as players. If you are a mage, join the Orders of High
Sorcery, the Conclave. As we allow for DUAL clans, even Dragonarmy mages
will be fine. They are still Black Robes (usually, maybe Red) as well as
being members of the Dragonarmy.
Date Sat Mar 8 02:01:56 2008
Figured I'd copyover the info, but it was Ziv's change. Questboard now
works for all imms, so be sure to post the details of the quests/games you
run on questboard when you're finished.
Date Wed Mar 12 16:01:20 2008
Subject Healing spells (re:Tarvin: Casting Spells)
It made sense to me too, heal them, see their condition.
Date Wed Mar 12 23:21:44 2008
Subject Group display changed
New look for groups:
[ PET ] a pack mule ( 448) 80% hp 100% mana 100% mv 0 tnl
[ NPC ] the sanitation worker 95% hp 100% mana 100% mv 0 tnl
[ NPC ] the sanitation worker 100% hp 100% mana 100% mv 0 tnl
[ NPC ] the sanitation worker 100% hp 100% mana 100% mv 0 tnl
[ YOU ] Zivilyn (15050)100% hp 100% mana 100% mv 0 tnl
[ PC ] Chemosh 50% hp 100% mana 100% mv 0 tnl
You can see the differences, pets are green, charmed NPCs are yellow,
uncharmed are no color (lost charm etc), other PCs are green, you are
white. Then you see your HP and your Pet's, all others are just percentage.
Date Mon Mar 17 21:14:16 2008
Subject Moons saving: Low Sanction say what?
Moons will now save where they are at, throughout crash or copyover.
Lelthas has been appeased.
(But we made the moons hate him, don't tell :).
Date Tue Mar 18 17:26:19 2008
Subject Moons update, fish fight code
Moons update wasn't showing the actual position until the next update
(once we copied over that is), now it shows actual, as it updates what you
see on copyover as well.
Fish fight code had a nasty, I rewrote it without the bugs. 'if you got here,
this is an error'...??
Date Fri Mar 21 16:31:51 2008
Subject GROUP command
You can now see your level, and your pet's level (not charmies/pcs)
As well as more easily seen EXP TNL for pc's.
Date Mon Mar 24 20:44:00 2008
Fixed some typos in various areas after looking through the typo log. That's all.
Date Fri Mar 28 17:35:20 2008
More cosmetic things fixex, typos, as well as a few outdated references to
the old money system.
In the future, please be somewhat detailed in typo logging, and don't use
typo to log bugs. One word doesn't really help me figure out where the typo
Date Wed Apr 9 22:38:58 2008
Subject Earthquake slicing eq, dumb people can't talk
The part where it slices up your eq, didn't check before for a suitable
target, just sliced anyone's stuff. Fixed now.
Int below 6 and you just grunt (mobs too), please let us know if there's any
mobs that are supposed to talk that aren't able to now. (after laughing
Think that's it this time, carry on.
Date Thu Apr 10 02:40:23 2008
Subject RE: Tryggvason (Pet corpses)
Pet corpses are turned 'no sac' when they are created now.
As for clan pets, they have a standard formula, so if a
clan can afford a certain level of pet, they'll be the same.
Great call on anti-sacrificial pet corpses though ;)>.
Date Thu Apr 10 17:35:17 2008
Subject ARMOR and AC.
Ok, thanks to Sakwar I found an oversight that had been made when
adding new armor locations. Armor wasn't applied at ALL unless it was
a few locations.
Body & Back armor gives most AC bonus, (3x)
About, waist, shield, head, legs give the next most, (2x)
Face, arms, wrists, neck, hands, feet and shoulder the next protection, (1x)
Minimal protection from floater, held, finger, ear AC. (some ;p)
Basically before, the new locations weren't even factored in. I think
it was an oversight when they added the wear locations of shoulder,
face, etc. A face MASK should very well offer some protection, while
eye glasses will offer much less, it's up to the BUILDER to apply
correct AC values. The code is now better.
Date Fri Apr 18 20:06:31 2008
Help Autosave, basically it saves you if it's on, after any skill increases, questing etc.
Ziv. (autosave turns it on/off)
Date Fri Apr 18 20:06:33 2008
There's a new 'newbie pack' which brand new characters get, just an extra
drink container, their money inside it, some random food, and a nifty pack.
Enjoy! (ps. the money is random, so is the food)
Date Wed Apr 30 18:54:53 2008
Subject Nofollow (follow self)
It's back to working as it should be, apparently the PC only
'act' code, is in the same location as mobs. Meaning, with
Autosave on, the MUD thought you were set to be a PET when
It came to stopping following your master. Essentially,
it just didn't check to see if you were a player or mob.
Just some more of the 'WTF were they thinking?' moments from
Diku. Now, it's smarter, you can nofol and still keep pets,
but also stop following people, switch around etc, like before.
Thanks Leo for noticing the oddity.
Date Thu May 8 21:16:19 2008
Subject QUEST string coupons
These are restrings that work on quest items (qi's), you can buy them
singularly, or buy a makeover and get a ton at once (timered).
The single ones are 300 qp, at the quest masters, but do NOT rot.
For those high level guys who only want to restring ONE thing.
Date Fri May 9 18:57:16 2008
Subject Following PC fix
Um, see title. A left-over glitch from stupid Diku code that didn't check
to see if someone was a PC when following, just if a PET (which the really
brilliant code used the same slot and number for... *blink*).
Anyway, fixed now! No random follows when your leader quits.
Date Mon May 19 16:01:21 2008
Subject Brew (and a couple other delayed actions)
Math doesn't like dividing by 0, brewing at level 74 for a certain spell
caused that math, it got a headache and an anurism. Fixed now, smarter math.
(brew crash no more).
Date Fri Jun 6 22:58:13 2008
Subject Group Info
Ok, Tryg was NOT smoking Abansinian flake...
The 'autosave' toggle was being seen as ACT_PET, meaning... old code dumb.
So now, once again, you won't see levels/hp of PC's in your group, unless
they are under level 14. (14+ it's blank, to avoid PK jumpage).
Date Tue Jun 10 20:22:01 2008
Subject Leveling Sphere! Sphere of Astinus
The questmaster now has a wonderful new item, it's quite expensive,
but it gives a high bonus to intelligence, wisdom, and constitution.
Perfect for leveling, also for those mages who just HAVE to succeed
in that spell but had too low intelligence...
Enjoy! Old old idea, last regurgitated by Jendaron. Thanks Jend!
Ps. To buy one: quest list item, quest buy sphere/quest buy astinus
at the questmaster of course.
Date Wed Jun 25 16:11:45 2008
Subject RE: violence upon login (thanks Sdresk)
You used to NOT be able to attack within 2 minutes of login, perfect.
BUT, someone could attack you, no longer the case, thanks Sdresk for
spotting the 'whoops'.
Date Fri Jun 27 16:50:06 2008
Subject Kender Clerics and Paladins
They're back, we realized that since we ARE in the time of the
Legends and Chronicles, while they'd be rare, they are at some
point in existance. Templars we just thought smelled funny as
Kender, none of them ;p.
Date Mon Jun 30 00:52:41 2008
Subject (ick) flags
Many have been removed, you'll find if you LOOK at someone you can see
things such as clouds of dust, static etc. Flameshield and Sanc remained
unchanged as they are used more frequently.
You'll also notice a few changes in the shield spells application, simply
a cosmetic change as a 'freezing brand' doesn't exist (brand is a burning
stick etc, so we reworded it, hopefully making better sense).
Have fun with it,
Date Fri Jul 11 19:17:23 2008
Subject Omni change, mob GOTORESET. loaded in room
Mobs and players now have a 'loaded' room, meaning it remembers where
they started at. For players this doesn't do much, but for mobs this
will allow them to wander on home... back to their load room, rather
than simply vaporizing like they did before.
Mprogs: Mob GOTORESET command now available. The mob will go to the
room it reset in, ie where it loaded. Very handy for using a mob and
having it go back after doing echo's etc, instead of remebering where
the room was with 'mob goto 12345' and having to write unique mprogs
for it, you can simply 'MOB GOTORESET' and it pops back to where it
Omni greatly changed, more information, better color use. Color coded
Clans, Subclans, Level, Incog/Wizi levels, alignment,
Date Mon Jul 14 21:00:08 2008
Subject join and set clan
I fixed the 'join' command and 'cset' clan set, the also allow for
the new DA subs now (set clan joe sec_sub red/blue/etc), and join
join joe second/clan2 dragonarmy blue etc.
Ps. Join joe secondary none, set clan joe clan2 none work now (and
don't leave residual clan levels heh).
Date Wed Jul 16 01:02:40 2008
Dragonarmies' Clanhall has undergone a significant revision, the clan is
indebted to Saige for all the work.
All the wings of Dragonarmy are available for play now, and issues with the
timeline will be definitively dealt with as the need arises.
The new clanhall is located in Neraka and is ported, connected and paid for.
Date Wed Jul 16 21:33:56 2008
Subject Exp at 101 - DA recall spots - Gerighelm fish fowls
Ok, 101's no longer get the 'You gain 23 exp!' stuff, as exp doesn't
do anything for Hero level and above.
Dragonarmy people will now recall to the correct location.
And, the fish in Gerighelm are no longer water fowls and have no more feathers ;p.
Date Wed Jul 16 23:25:47 2008
Subject A few fixes
Drac squad in Tarsis had -10k align, um fixed and olc fixed so people can't
be stupid builders (then about 20 other olc fixes, damnit you evil people)
Then, noticed Linda the shop wasn't a shop, she is now and buys scrolls
as well as note paper (might put blank scrolls on her too?).
Few other ones, but I'm now just writing so that Sdresk has to wait longer
to harrass me. Hm, what to write about... *ponder*
Ho... hum, oh yeah, and um the watchfires in Freeport you can't just grab now.
Crap, that's all I got, have to post now ;p.
Date Wed Jul 16 23:28:02 2008
Subject Tarsis continued.
Seriously not just dodging Sdresk's want for a tell.
The two pets in Tarsis (camel and horse) have been adujsted.
They're great for level 5 and level 14 respectively.
Hm, ok yeah I better see what Sdresk wants...
(Btw, it's pronouced 'Shar day', or was it 'Dresk'...)
Date Mon Jul 21 22:35:29 2008
Subject Items on your pets saving etc
The code used to check your pet's level, now it checks your level
SO, +20 levels above you and the items vape, rather than above
your PET's level. Thanks Alexandros.
Date Tue Jul 22 23:12:44 2008
Subject Auto's at levels
Just some more info for lowbies at levels, also Kender will automatically
go 'on Wanderlust' at level 15, a warning to those at 14 that they can't
change PKstatus after that, a few other tidbits. Much fun. Bigger one is it
lets newbies know that Mudschool closes after 5th.
Date Wed Jul 23 22:06:55 2008
Subject Minor tweak stealing
It now actually says who you stole from, overlooked oddity before.
Date Tue Jul 29 22:16:47 2008
If two are duplicated they'll show up in yellow (assuming character has a
name), doesn't show for immortal/mort combos, just if someone logs two
morts. Often one's a 'hung' socket, like not really connected. Just
disconnect if so. Or, simply wait and the code will boot them after 30 for
But, two morts, same socket, it shows in yellow. Handy for spotting those
who would multiplay, but let's us decide to take action/not.
Date Tue Jul 29 22:19:56 2008
Subject Creation prompts and sockets
During creation now the system will keep track of even creating
characters' idle time, so if someone just leaves any point hanging for
30 minutes it thanks them, asks them to come back to Ansalon, then
disconnects them. The MAIN thing it does is prompt them to continue on
while they are creating by verifying information and such every 5
minutes of inactivity.
Sockets now show idle time for even those in creation, CCM can be used
to talk at them if need be to helped with a nudge (Or to answer their
Date Wed Jul 30 17:04:08 2008
Subject Exp gaining when grouped with 101s
Thanks to Thrak i found an oversight, when a 101 got the kill and you
were say 95, no experience was awarded as the 101 wasn't eligible for exp
gains... Um, yeah, so now it looks at each character as it was supposed to.
Date Wed Jul 30 21:17:40 2008
Subject MORE exp for grouping
We've modified the EXP gains for grouping somewhat (and, um, made them work).
Now, you get 10% bonus exp for every player in your group (solo groups no bonus).
So, 5 players? +50% exp bonus!!
More info: help exp'
Date Wed Jul 30 21:17:42 2008
Subject OLC changes
Redit rlist ? or options
Now you can rlist size, rlist exit, rlist mana, rlist health, rlist elevation
rlist sector , or just rlist sector, etc.
Date Wed Jul 30 21:17:47 2008
Subject Dismounting & mounting
Palanthas, Neraka, Mudschool had a lot of 'inside' rooms that forced you to dismount,
all the rooms have been made accurate, so you shouldn't be forced to dismount
unless you're heading inside.
Mounting, it won't let you mount if the room is inside/too small.
So, no more useless 'dismounting'
Date Fri Aug 1 20:48:50 2008
Subject OLC changes - MLIST
Mlist got an update.
Works with act, act2, race, form, parts, imm, off, size and spec.
MLIST act warrior
MLIST act NOT sentinel (which wander)
MLIST act2 xenophobe
MLIST race aghar
MLIST race NOT human
MLIST form NOT sentient
MLIST imm magic
MLIST off bash
MLIST size small
MLIST size NOT medium
MLIST spec thief
Olist will most likely get a similar treatment
Ps. Have a great weekend, if anyone wants to start 'un-dumbing' mobs
redit, mlist not sentient in areas, find them ones we forgot ;).
Date Sat Aug 2 00:42:49 2008
I went through the three main cities and then almost all the areas
surrounding Palanthas down to the Solamnic Plains
and fixed the non-sentients where I found them that made sense to me at least.
Ported and all that.
Date Tue Aug 5 18:06:44 2008
Subject YOURNAME needs help with 'Your problem'
It now uses PERS to see that if someone can't see you, they see 'someone' etc.
No more 'outing' wizi imms.
Ps. Jesse is getting fiber and I'm jealous.
Date Tue Aug 5 23:22:35 2008
Subject Area alterations
Ryan and I went through and checked all the areas for non-sentient mobs
that should be, it's possible we've missed some, but we should have gotten
I added two new race types, beetle and cow, most cows will need updating to
the new form btw, hadn't done that but will do. If there's other missing mob
races, let me know.
Anyway, lots of minor tweaks on mobs. Btw, mobile update that makes a mob
'wander on home' will also now send home ALL mobs out of area, rather than
just 'stay area' mobs. With them returning to 'reset' room, we don't have to
worry about it and can send them like we used to. Ps. Charmies losing charm
will stop following you, that was a silly oversight.
Date Thu Aug 7 00:01:15 2008
The stock code was naaasty, it's fixed now.
Now it uses the actual persons name (instead of like Talv tal etc)
Also, before, if you 'un'ignored someone first in line? The rest
vaped. No longer, and it's in a nicer neater set of columns.
Note to self: unignore code for offline players.
Date Thu Aug 7 02:33:52 2008
Subject Mobs nofollowing - ex-charmies
Ex charmies will no longer leave/ungroup in the middle of a fight.
They will still 'wander on home' however if left unattended, they
just don't 'nofol' then hang out like before.
Thanks for putting up with the two day test all (er one day?)
Let us know if there are other issues.
Date Thu Aug 7 19:19:32 2008
Gone is the Garish random colors.
Hours now reflect hours/level ratio.
Hp/Mana/Move/Weight show color based on percentage to max.
Main stats show Perm, Current, Max trainable (and color coded to see low/high).
Practices show brighter if you have 10+ (train exchangeable).
Alignment now just shows IN the color of how good/bad you are.
Experience now shows per level in brackets.
Experience to level gets bright the closer you are to leveling.
I think, that's about it. Oh, mobs don't cap at 25 stats anymore.
Date Fri Aug 8 20:54:30 2008
Subject Burning hands, chill touch, shocking grasp
These spells were at best.. weak, at worst, silly.
They aren't 'uber' now, simply scale up with power as the
castor increases in level (throw a dice per level etc).
Oh, and shocking grasp now has blue fire (think Sith baby ;p)
Date Fri Aug 8 21:36:32 2008
Subject Armor and shield spell
They also scale up with amount of protection now based upon level.
In our game, -20 ac doesn't amount to much after level 5-10, so
now it's a minimum of -20 up to -2x castor level for
armor (up to -202 AC), and -1x castor level for shield (-101 ac).
This should mean that at higher levels you actually notice some protection
due to the protective spells.
Please let us know if anything seems amiss with them.
Date Fri Aug 8 23:25:09 2008
I think I forgot to mention, I rewrote ventriloquate (it was pretty
crappy stock written), so now it's much more um, real? Anyway, issue fixed
Date Sat Aug 9 23:19:38 2008
Subject alignment detect spells
They will now cause people not concealing alignment, to glow in the
corresponding color when you cast the detect spells. You can cast if
you're already affected by the detect if you want to quickly see who's
Date Tue Aug 12 06:13:03 2008
Subject Some spell changes: flameshield, armor, shield, stone skin more
Lots changed here. First off, cost is more to cast. Duration is shorter.
Now before you think... Wiskey Tango Foxtrot Zivi???
It also adds 25% resistance to fire, which lowers your own chance of getting
Firebreath substantially. The idea is, you're on fire.. chances are you
aren't going to get torched by someone elses, as likely.
The other elemental shields are likewise, play around with them and
decide which you like best, trust me, them roxors ;). The resistances
added are based on the spell cast, earthshield does vs weapon but a
Armor/Shield/Stoneskin: Cost more! (shield'd duration now shorter),
BUT, the also add resistance to weapons by a bit, so... they actually
shield you (zomg I know).
Please note, some spell costs did increase, but the spells usefulness
have increased much more than the cost.
It's possible that I've forgotten something (like flameshield isn't a
delayed action anymore) but I doubt it ;).
Date Tue Aug 12 16:59:30 2008
Subject Earthshield etc
Um, earthshield is now fixed. Apparently it'd drop the apparent weapon
resist in your 'affects' but not actually do it, so you could stack resist
weapon by getting earthshield, fighting it down to nothing/recast etc.
HUGE thanks to Khyldes for going straight to me with this.
Date Sat Aug 16 00:49:04 2008
Subject Fishing and Gain List
Gain list, you now can while alive (had to be awake before).
Fishing: Examining your fishing pole will show you if your
bait has been nibbled down in size (it happens every so often,
sometimes via removal of the fish, sometimes bites etc) so
you will now see if it's not full-sized.
That's all I'm telling you ;).
Date Mon Aug 18 23:51:08 2008
Subject Examine a person, materials
Examine ogre, will no longer show you the materials
of an ogre gauntlet after showing you the ogre etc.
Examine does mob, then item if no mobs match.
Date Tue Aug 19 00:17:13 2008
Subject Repairing things
Um, things like corpses, fish etc, are no longer repairable.
Some things are just silly. ;p
Date Fri Aug 22 03:46:12 2008
They now are NOT as much 'teh sux'...
Battlemages now do more damage with spells, a few other
minor things (more missiles etc), give them a whirl if
Date Fri Aug 22 16:19:41 2008
Subject Addendum Battlemage
Battlemages get +1 magic missile, nothing huge, we know.
They get this only if the spell is known near perfection.
They also get +1 range on ranged spells known _extremely_ well.
Please keep us informed if anything becomes out of balance,
we do monitor it and want to make sure the game stays working
to the best that it can.
Battlemages, the NOT so sucky class.
Date Fri Aug 22 23:24:52 2008
Subject Battlemages addendum - protective
Battlemages apparently went into battle NAKED.
They now can gain the 'protective' group (info protective)
And have magical protection in battle.
Um, DUH? How odd was that.
Date Fri Aug 22 23:52:30 2008
Subject Battlemages (promise last for today)
Battlemages armor/shield/stoneskin has +2 res if it's cast
upon themselves by themselves. Doesn't do a ton, but goes
towards that 'better _battle_ mage'.
Date Mon Aug 25 21:44:09 2008
Subject OLC changes - OLIST
OLIST wear head, OLIST wear NOT take
OLIST extra glowing, OLIST extra NOT burnproof
OLIST material steel, OLIST material NOT wood
OLIST type weapon, OLIST type NOT armor
OLIST level 10, OLIST level NOT 10
OLIST range 10 30, OLIST range NOT 1 80
OLIST affected hitroll, OLIST all.
When editting an area, we can find things pretty easily now.
As usual, you can still OLIST dagger, OLIST weapon, OLIST bloody etc.
Date Thu Aug 28 22:44:58 2008
The 'put ON' type containers now show if there is something on them when you
just look. You still have to examine to see what it is, but now you notice
them. See Innigo in the Palanthas Sewers for an example.
A cluttered table is along the wall.
There is something on top of the workbench.
(this shows if the table has something on it etc)
OLC on objects, olist by itself is fixed (wasn't listing all created items)
Also, all containers that we could find, had their 'weight's fixed:
There were near qitem level containers all over. You'll want to find ones like
the whaleskin backpack, linens, and cloud of mist (yes those are once again a
great container!). Basically we had a few builders make exceptions and the
IMPs walking the areas hadn't noticed. So we had people walking around with
busloads of equipment that weighed next to nothing... um yeah. They wallets
no longer can hold 500 KG worth of weight (damned Skol guy ;p), etc.
And, burnproof is NOT on every container, you'll want to cast it upon them
if it's not there. Some still have it, if the flag made sense.
Jairs have not been changed, they kick ascii.
Date Tue Sep 2 19:21:00 2008
Subject OLC changes - RLIST
Added in rlist flags , and reformatted the exit info so
it's WAY less spammy. Only shows key/exitsizes/etc if there is one. (or not
Date Thu Sep 4 23:45:49 2008
They CAN now be saved, if they are built that way. So yeah, abuse will be
castration; p. But some it makes sense to save, others not. Obviously if
it's a key that leads to some kind of prize? NO SAVE. But, if it's a key to
a players room? Sure thing, make it save.
On the player room note: I want to vape ALL mob transfers and go mundane on
player areas. IE. Unlock door, go west, close door lock door, etc. Lose the
key? Buy a new one from the locksmith (that's an imm with LOAD; p).
Anyway, only make them savable if it makes sense.
And PLEASE tell an imp (builder hmfic preferrably)
Date Fri Sep 5 15:24:20 2008
Subject RE: Doan: Pits (idea)
I concur ;). It will now tell you that you need to be X level to wear X.
great idea Doan, thanks!
Date Sun Sep 7 18:32:01 2008
It's all happy again, no more 'non-existant' clan petitioning ;p.
Date Sun Sep 7 19:23:01 2008
Subject You feel rested.
Shronius OOCs 'You feel rested.
You regain You have become better at fast healing!
Consider yourself saved.
Um, now it goes more like this:
You feel rested.
You regain 208 hp.
You have become better at fast healing!
Consider yourself saved.
Basically yeah, um, less silly.
Date Wed Sep 10 08:37:30 2008
Subject IMM commands vnum owhere
Owhere now takes into consideration if the item before it is the same
as the next item (same room/container etc), and groups those together.
So you'll see like
23) a dagger in the chest [ROom 23423]
38) a nice dagger ... blah blah -> Notice 23-37 'a dagger' are in that chest.
So, if say Brim has 200 steel fishhooks, you'll see 1) fishook, 200) fishook etc.
Vnum command now is more concise, no longer spams off etc. Much cool.
Date Wed Sep 10 08:37:37 2008
Subject Drag and Open / Close / Unlock / Lock
Drag - Now takes into account weight and movement losses, along with time.
These now will look to make sure the item they try to open is first a
portal or container, then door. No longer thwarted by those maps of
"northern ansalon" and having it try to open the map, or lock it,
unlock it etc.
Now it looks, see's it's not a container or portal, looks for exits
that match, etc.
Date Thu Sep 11 18:41:10 2008
Subject Ansalon MAP
Many thanks to Brim HappyTrailzzz, our crazy asci'd kender
with a passion for Carts or graphs, er, cartography!
The map of Ansalon has been updated! You'll also notice
that a certain Sultan's town no longer exists...
Our own Nuitari (previously known as Solinari, HMFIC builder
Aka Malum (see 'area'). Is now working on Silvanost and
the Sultan and his crew in New Thalos were happy to give
up their spots.
Rock the MUD!
Date Thu Sep 11 22:47:05 2008
Subject Getting level 15
Now when Dwarves hit 15th, they are in Kingdoms, they can leave if they
want but it's assumed that they are still connected with their clan.
When Ogres, Goblins & Hobgoblins hit 15th, they join Marauder.
Kender, still 'go on' Wanderlust.
Again, they can LEAVE the clan if they choose. It's only
a starting place, and a way automatically be 'your race'.
Ps. I did think about doing 'whotexts' of Solamnic to Sols
but, while most Solamnic Knights are Solamnic, not all Solamnics
are in the Knightly Orders... Yeah, um, anyway. have fun!
Date Wed Sep 17 18:52:04 2008
Subject Inak in Palanthas, Identifier
There is a strange new shop in Palanthas, just south of the Palace.
It's operator is a grumpy mage named Inak. He's known to be able to
give insight into items for people.
OOC. Identifier in town! He also stocks some pills on occasion.
IE. Identify Map
Date Sun Sep 28 18:38:00 2008
Subject Fighting and casting underwater
change subject Underwater fighting
You'll find now that combat underwater has REALLY changed. Basically,
unless you're a sea elf or free action/water breathe'd (air
potion/stone etc)... well you'll find it difficult to swing and such
underwater (I know, crazy).
Spells also, major changes underwater, fire spells in particular. It's
NOT safe to cast chain lightning underwater, if anyone wasn't sure.
There are STILL some changes needing to be made there, and additions
of underwater only spells that will be coming (find to get them etc).
Please, if you see something odd? Note immortal about it.
Thanks all, have fun, and please also note that the mobs you fight
underwater are assumed to be 'from the hood' and aren't restricted as
a land dweller is.
Date Sun Sep 28 22:31:38 2008
Subject If checks PER subclan (checks both)
I made specific checks for each subclan
While we had this before, it checked a number and was sometimes
interesting to use. If subclan $n 3... not so easy.
Now, if dagreen $n, much easier (see updated docs on page/download version too)
Date Tue Sep 30 17:05:18 2008
Subject Clanpets pets
I went through all of the clan pets and made sure they had equal 'acts'.
Some were NOT set to 'act warrior' meaning they didn't get to do warrior
things in fighting and didn't get the +4 strength bonus that comes with it
etc. Others were dragons *rofl*, anyway, they should ALL be fixed now. (none
that are equipable should be bigger than 'medium' sized, due to two handed
So, happy fixed pets, if your pet whoops more ascii, you know why.
Date Thu Oct 2 20:12:44 2008
Subject Room stat, and Container OLC
Room stat now shows exits a little cleaner, no key/size/etc unless it's
actually changed. As redit/show did, now so does stat room 32288 etc.
Container OLC is a little more understandable.
V0 now shows 'Max Total Weight'
V1 Flags (same)
V2 Key (same)
V3 Max Item Weight (and if that's normal/exceptional/quest)
V4 Weight Multiplier (same, but shows if it's n/ex/qi)
V3 is Max ITEM weight, meaning the biggest a single item could be to
go into the container. I think many thought (myself too at one point)
that it was number of items the container would hold. It's how heavy
any given item can be to fit inside.
Date Thu Oct 9 03:32:47 2008
Subject Learning unique spells and skills
You can now 'find' the water breathe spell, if you're game enough.
You still need to have the gains/trains to get it, be high enough
level, and the right class. I'll give hints though.
The spell is 'Water Breathe', level for mages is '75'
level for clerics is 90, level for battlemages is 65.
The rest do not get the spell. And, um, tough kelp pellets.
This is the first of many 'findable' spells/skills.
The areas involved are Urione, and Istar.
It's a rare drop item, that rots, and you have to
bust ass from one to the next.
(Ok, not THAT much ass, but don't spend all day)
Date Tue Oct 14 15:47:30 2008
Subject Skill and spell improvement
If your skill or spells improve, you will now see the new
percentage as it happens. Rather than just 'hey you got better'
Now, it says 'Hey you got better (83)' etc.
I now return you to your regularly scheduled programs.
Date Mon Oct 20 02:04:47 2008
Subject Combat commands
Bite, kick, dirt, gore, tail, bash, and trip now target correctly if
you're in combat you can simply type 'bite' and it works, or trip etc.
Also, now you can do things such as 'bite the dog' 'trip the squire'
etc, and the commands are smart enough to know. The command also
allows you to target another enemy than the one you might be
fighting at the moment.
Date Thu Nov 6 00:03:10 2008
Subject Owhere vnum
You can now 'owhere vnum 32000' to find an item by its vnum.
Helps find restrung rare repop items.
Date Sat Nov 8 00:44:09 2008
Subject DICE rolling
ROLL requires DICE items (General store in Palanthas has some).
ROLL by itself, or ROLL ALL, will roll all the dice in your inventory.
These dice do not LEAVE your inventory, but show to the room what you
You can also ROLL a single die as you would use any item.
IE: Roll 3.gold
We'll make all kinds I'm sure, but for now there area few.
Ps. The 'Dice' command still does 2d6 as it always has, this one
simply uses 'real' dice in your possession.
Date Mon Nov 10 04:40:47 2008
You can now type HOME and send yourself home.
The cost is 2x that of a HOME coupon, but can save your
bacon if you get in a pinch.
That is all.
Date Mon Nov 10 22:35:11 2008
Subject DRAGONARMY helpfiles
They are now up! HUGE thanks to Takhisis.
Date Tue Nov 11 18:02:14 2008
Subject rolling your eyes
Zivi's new dice commands are cool but I missed the roll social.
So I yanked the new code. Oh, wait...
*snap* No no, I changed the roll social to rolleyes. That's it.
You can now roll your eyes in disgust using rolleyes or simply rolle.
Date Thu Nov 13 17:30:49 2008
Subject Brotherhood of the Scar - Mercenary
Scar is now it's own subclan. Please note that mercenary clan
does not ALL mean 'Brotherhood of the Scar', as with Mariner
EACH BAND is unique and has it's own role-play.
For inductions, induct scar.
Ps. A subclan book would be great guys, just RPlines etc.
Date Thu Nov 13 19:05:01 2008
Subject Mercenary Clanbook Online
See: Help Merc
Date Thu Nov 13 23:47:22 2008
Subject Scar - ranks, Mercenary Clanbook
Scar ranks are now in, also the Merc clanbook has been updated on
the website to include the Brotherhood's background.
Date Fri Nov 14 22:10:52 2008
Subject SKINLORE - monks rangers
Skinlore group is now in, including bark skin, wood skin, stone skin,
steel skin and diamond skin. Each level provides additional armor and weapon
See help SKINLORE
Go Monkeys ;)>
Date Fri Nov 14 22:59:16 2008
Subject MIND HEAL - Monkey mind over matter
Monks now have an ability called 'mind heal' that they can gain. This is
similar to a mages 'surge' but converts mind power (mana) into healing.
Thanks Derkylos for reminding me, I'd thought of it aeons ago but never done
it. Monks not sucking FTW!
Date Mon Nov 17 21:17:34 2008
Subject Hand of Elite [Elite] - Mercenaries
Another formation of Mercenaries has been spotted!
For more information, please see also:
Date Wed Nov 19 17:38:13 2008
RP flag (new toggle)
You can now TOGGLE RP, (or TOGGLE roleplay/role play etc)
This automatically turns off if you go fight, or quit.
It does NOT give any experience, it never will, sorry.
BUT, it does let people see if you're in an RP to come join.
Date Mon Dec 1 22:07:47 2008
Dragonarmy clanbook online!
Also, Mariner and other clanbooks up.
Thanks to Tak for the DA book!
Date Wed Dec 3 19:06:12 2008
instant_rot, invis, holy smite
Apparently instant_rot on a mob didn't do squat, now it does if they die. (vaporize)
Also, invis won't work on pits, corpses etc now. No more munchkinism.
Holy smite - had massive fail. It took 100 divided by your learned percent
and multiplied that by damage. So say you had 10% in it, 10x damage...
A few other things, creation date in score etc.
Ps. Dummy in WL hall fixed.
Date Thu Dec 4 19:51:02 2008
New Website Section - Maps!
We've horded Kaelay and Brim's Maps and put up a Map Section on
the website (with links back to their own sites of course).
Anyone else who likes to create maps, we'd be happy to create your
own map section as well.
Date Fri Dec 5 22:39:05 2008
Clan Ranks & 4 letter words
New command for immortals, and anyone IN a clan.
RANKS - To use it simply type RANK SOLAMNIC (or whichever
clan you're in, or RANK SOLAMNIC ROSE etc).
This only allows you to see ranks in the clans you're IN.
Also, old players with 3 letter names can now reconnect.
New players are required 4 letters or more.
Date Mon Dec 8 00:41:51 2008
HOLY now works heh, for 7k, use Kingdoms (or rank king etc).
Thanks for the fyi Derky.
Date Mon Dec 8 20:35:19 2008
While I didn't write the spell, I can do der fixen ;).
Slow poison now works as it should. Slap a canuck heh.
Date Tue Dec 9 22:47:43 2008
Player area addition
Parlak added a new shop with paper for sale, official varieties have been seen.
Date Wed Dec 10 01:19:12 2008
Parlak's new shop gave me an idea, the notes now retain 'what they were'
so to speak, so you can have unique paper after they're
written/tacked/sealed etc. Just a bit more for roleplay. Thanks, enjoy.
Date Wed Dec 17 23:15:43 2008
Rogue: fountain upgrade and fixed exit
Fountain and a whoops Fountain is upgraded to cranberry juice (tasty),
and an exit that was 'one way' is now fixed on the upper level.
Let me know if we have other thoughts, good to see the clan moving into