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New Bandit, Ninja, Mindflayey abilities. Combat spell upgrades.

July 09, 2011 Author: Lasher Category: MUD News

Amnesia - New Mindflayer Spell:

There is a new mindflayer ability called ‘amnesia’ that allows the mindflayer to target a single ability on the victim and make the target forget, or partly forget, that skill/spell. The syntax is:

cast amnesia [skill or spell] target.

Target is optional if you are already fighting someone (which is why it comes after the skill name). There is no lag on failure but there is a small recovery time. When used against mobs, there is no additional recovery time. There is a longer recovery time when successful against other players.

With this skill who you are fighting is going to play a large factor in what skill you target. If you land the skill with a 50% reduction in (for example) second attack, and the target has 40 instinct in second attack, the outcome will be that they use second attack as if they just had it practiced to 90% and no instinct. Because of this, it is possible to have the affect land over 100%.


Quickstab - New Bandit Skill:

The Assassin subclass has a skill called ‘quickstab’. This skill sets an affect and has a recovery - both based on a combination dexterity and luck. While this affect is up, the assassin will have a chance to backstab without lag.


Ninja Backstab Upgrade:

The Ninja subclass now has the ability to backstab while in combat. You can still only backstab a mob once and cannot backstab a mob other than the one you are fighting. The timer that gets set on a target so they can’t be backstabbed again has been reduced to be between 90 and 00 seconds. Was previously 6 to 12 minutes.


Combat Spell Enhancements:

We have made a change to how combat spells work that should help casters etc in groups. If you have more than one mob attacking you and cast immolate then kill the mob with the first immolate hit, assuming you would have gotten 3 casts, the next 2 will hit the next mob inline so that you get a ‘full’ cast of the spell. This also applies to extra hits from projection. Some of the older spells that do multiple hits but all within a single cast within (balefire, pyromania, etc) and not covered by this ‘rollover’ of hits, and it only applies to spells *for now*. Want to get the code will tested before expanding it to other areas of the MUD.


Slow spell rewritten - Pscionicist:

The mindflayer ’slow’ spell has been overhauled. As a reminder, this spell causes the victim to fight without the benefit of any attacks from haste or lightspeed. Most mobs have at least one of these, both at higher levels so, it is well worth landing. There are several changes in the new version:

  • The affect is now a percentage based on the new saves routine (see ‘help newsaves’). If you are affected with 50% slow you will lose 50% of your haste hits. This means it is easier to land than before, but how well it lands can vary based on stats.
  • There is no lag on casting - it has been replaced with a few seconds recovery time. This means that, as with zombify, you don’t have to lose a round of combat trying to land it.
  • The recovery time when used against mobs is gone (other than the few seconds lag replacement mentioned above). The recovery time when used against players is unchanged.
  • The amount of dexterity that ’slow’ takes away has been increased.
  • Haste is no longer a cure for ’slow’. At the time of writing this, there isn’t a cure.

Other changes in this reboot:

  • Fixed a bug with necrotic touch/poultice not returning resists correctly when used on a third party.
  • Shoplifting will now improve on buying. No need to buy items 1 at a time to force this - if you buy 100 items you will get 100 chances to improve (it improves slowly).
  • Ironfist now has a chance to improve while in use in addition to when first cast.
  • ‘Gq-h’ now does the same thing as ‘gq history’

Shoplifting Bandit skill, Necrotic Touch Venomist Skill, Other Changes.

June 24, 2011 Author: Lasher Category: MUD News

Necrotic Touch - New Venomist Skill:

Highly trained venomists can learn the dark art of necrotic poisons. These poisons spread require only light contact with the skin to infect a victim. Necrotic Poison will gradually eat away at the victims cell structure, making them more vulnerable to physical attacks and further poison based damage. Using Necrotic Touch has no lag, but does have a small recovery time on failure, with a longer recovery time when the poison is successfully injected.

There is no direct cure for necrotic poison, but a skilled venomist using poultice may be able to reduce the strength of the poison until it is weak enough to be rendered harmless and considered ‘cured’.

Primary Stats:
Attacker - Strength, Dexterity and Luck.
Victim - Dexterity, Constitution and Luck.

Note: This skill uses a new type of affect in which both the degree of the affect (how much it hurts) and the strength of the affect (how hard it is to remove) will vary based on the stats of the attacker and the victim. See ‘help newsaves’ for more information on this.


Shoplifting - New Bandit Skill:

Shoplifting is the bandit ability to steal items away from a shopkeeper right before their eyes. Shoplifting is a passive ability - when buying items you will automatically have a chance to steal them.

Stolen items cannot be sold back to shopkeepers, but can still be auctioned or fenced on the black market.

Primary Stats:
Dexterity and Luck.


Other changes and fixes:

Several other changes and bug fixes this reboot include:

  • When you have multiple mobs attacking you, the rate at which they will continue to fight from one to the next within a single round of combat has been reduced. Getting 10+ full rounds of combat within a single regular round of combat is just too much.
  • When using charge, not all mobs will be directly in the line of your charge and will not be attacked - chance of that happening is based on their luck. When this happens it is not considered an attack so means that there is no longer a guarantee of charge hitting every mob in the room.
  • Fixed a bug with ‘clients’ command - some players were not having their client type set correctly when using autologin.
  • The ’saffects’ command can now use the same filters as ‘affects’. More info can be seen in ‘help affects’ and the actual options are listed in ‘help spells’.
  • Viewing a character that is AFK in the room and has no other flags (such as sanctuary etc) would show an extra space before the name. Now fixed.
  • If you challenge someone, or are challenged by someone, and the challenge expires - the timers are only updated when someone uses the challenge command. This meant that you could quit hours later and if the other person were still online they would get a ‘challenge cancelled’ message. Now fixed.
  • You can now use ‘info goals’ and ‘info quest’ interchangeably.
  • In most marketplace (lauction) operations, the item was being transferred to the player/seller before the ‘kept’ flag is set. All within a single command this wouldn’t normally matter, but was causing the ‘k’ flag to be missing from {invitem} tags. Now fixed.
  • It was possible at very low level/stats with 1% refresh to technically succeed in the spell but still refresh 0 moves. Minimum is now 1. Same for rejuvenate.

Aardwolf Mushclient R1040 now released.

June 15, 2011 Author: Lasher Category: MUD News

A new version of the Aardwolf version of Mushclient managed by Fiendish has been uploaded to Aardwolf.com.

There are many enhancements in this upgrade. We recommend reading the Aardwolf Mud client release notes for full details. A summary of the most important changes is below:

  • A revamped bigmap plugin that will cause a graphical representation of the continents to appear in the mapper window.
  • A new update checker plugin that will automatically check for new releases and give you the option to upgrade.
  • A new ‘checkversion’ command for quickly checking if you have the latest version. Useful if you choose not to enable automatic updating.
  • A new ‘z order’ system for including plugins that let the user choose which windows are on top of others.
  • Right-clickable hyperlinks on URLs in the communication log.
  • The input bar now resizes automatically when you type more than one line.
  • Gmcp mapper backups are now uncompressed by default so should be much faster.
  • Dozens of bugs fixed.

A screenshot of the new bigmap plugin. This appears in the GMCP mapper window when you move into a continent:

Aardwolf MUD bigmap plugin

The Witches of Omen Tor and Black Rose Goals

June 06, 2011 Author: Lasher Category: MUD News

The Witches of Omen Tor:
Four witches rule the land of Omen Tor. They are sisters, born of the same omnipotent mother, Aethel, who released them upon the world at the beginning of time. Omen Tor is a land of many facets, influenced by each of the witches in ways that go far deeper than anyone can imagine.

When threatened by the outside world, the witches bond together in allegiance to their land and people. But when outside threats diminish, the sisters resume their constant squabbling over their lands, their children and their men. Family dysfunction in Omen Tor is on a grand, magical scale!

Level Range         : 160 to 201
Goal Difficulty     : Medium
Goal Converter      : Lumina
Area Author         : Lumina (original layout by Darlatan)

Note: This are replaces Dune.


Black Rose - New Goal:

The village of mists is rumored to be a cursed village. The mists that surround the village are rumored to have something living in them. Villagers have gone missing, causing whispers and driving fear into the hearts of the living. Is the mist responsible or is there something beyond the mist?

Kyra is a young woman from the village who recently found out the secret of her village. Now her life is in danger. She went looking for a hero to save the village, but she was attacked before she could escape. What is this secret she holds? Who wants to silence her? Will you be the one to help her?

Level Range         : 175-201
Goal Difficulty     : Medium
Goal Recommended at : Level 180
Goal Converter      : Domain
Area Author         : Sylvain

Bug fixes in this reboot:

  • Fixed a bug with color where if you had color off, xterm codes would still get sent.
  • If you turn off colors, color codes should no longer be sent via GMCP in either regular ANSI color or GMCP rawcolor. CMUD users will typically have the actual ANSI for color sent while the Aard Mushclient uses rawcolors, meaning the color codes are sent rather than being translated to ANSI/Xterm.
  • Fixed a bug with the in-game ascii mapper where some rooms would draw using the wrong color if a color set on a specific room to make the map that color was different from the overall area color.
  • Fixed a bug with flank setting the direction affect when the skill failed.
  • GMCP char.base is now sent when you reach level 200 and level 201 for the first time that mort.
  • Your title will no longer be reset after retiering.

New Ninja and Barbarian Skills, Hearfriends Command, GQ change, Others.

June 06, 2011 Author: Lasher Category: MUD News

Blind Fighting - New Ninja Ability:

A significant part of Ninja training involves practicing the art of ‘blind fighting’ - covering their eyes during combat training and learning to fight with their other senses.

Whenever a ninja is blinded in combat their blind fighting ability will take over; preserving their ability to dodge incoming attacks and hit their opponent with their weapons. Other skills may still be affected, but the core combat ability of a ninja is unhindered by blindness once their blindfighting ability is at 100%.

There is no instinct available for blind fighting - it does not make sense within the context of this skill.


Ironfist - New Barbarian Ability:

Skilled Barbarians reign down their blows as if their fists were literally made of iron.

While affected by this skill the damage inflicted by Barbarian unarmed attacks will increase based on their ironfist skill and their strength plus dexterity.

Primary stat: Strength, Dexterity.


Resistance Bars:

There is a new ‘resist bars’ option that will show your resistances, but using the bars from ’score’. Also added ‘resist magic’ and ‘resist physical’ option to filter just those types. The ‘physical’ and ‘magic’ options exclude the other so they can’t be used together.

Aardwolf MUD - Resistance Bars


Affects Filters:

There are a couple of new options with the ‘affects’ command:

  aff [options]   : Filters affects based on 'spells' options. See
                    'help spells' for a list.
  aff [filter]    : Filter is a phrase. The skill name or recovery
                    name must match that phrase to be displayed. Useful
                    to see if a specific skill or recovery is up.

Global Quest Change:

When a mob repops that is part of a gquest, and there is a non-afk player in the room who is on the gquest and has not already killed the mob and the player is not already fighting, the mob will automatically attack that player. If there is more than one player in the room who meets these conditions, the first one in the room will be attacked. If there is more than one player in the room that meets these conditions and more than one instance of the mob repops, the ‘not already fighting’ check should ensure that the mobs attack the players in order. If the mob is ambushed, ambush takes priority over this check.

There is no special allowance for if the mob is also a quest or cp target, you can wait for the 2 minutes it will take to repop. This is to address a growing trend to kill a GQ mob then have a friend who is not in the gquest tie up that mob indefinitely. This also gives the ‘ambush’ skill a little bonus. It is still ok to use setwanted / PK to get someone out of a room so that the ‘first person in the room’ order changes. If you gq join while in the room, your ‘order’ in the room is changed to act as if you were the last one in.


Other changes in this reboot:

  • When using look, the phrase “at” will be ignored so that phrases such as “look at blackboard” will work. It is parsed as an option so technically “look blackboard at at at” would work, which is wrong. I don’t plan on fixing that, it’s harmless and not worth reparsing ‘look’ for.
  • Using ‘identify’ on a portal will show the area it leads to, which means it will also show on auction etc. For lore and those versions of identify that use it, ‘found at’ is not necessarily the same as ‘leads to’ - in some cases portals in one area lead to a different area.
  • The amount healed by incomplete healing is now slightly lower while the amount healed by regeneration is higher. As the highest cleric heal spell in the game, regeneration should do more.
  • Whenever you kill something that doesn’t exist, you will get half a second lag. The intent is to make spam killing less worthwhile, and then remove that rule - if spamming is ok with a half second lag, someone spamming “kill lasher” would have a 25% chance of catching Lasher running through the room.
  • The bonus unarmed combat hit that barbarians and ninjas get is intended as a partial replacement for dual wield. Other classes get dual wield earlier each tier because of tier bonus, so I have made the bonus unarmed combat hits work the same way.
  • To help a little with kill speed, the lag on ‘zombify’ has been removed completely and replaced with a 4 second recovery. This means that using zombify to convert a mob to undead will not cost you that first round of combat. The spell has no lag on failure so if you want to spam it 3 times at the start of each fight to make sure it works feel free, but it’s going to be wasteful in mana terms. Keep in mind that when used against undead, necrocide is the most powerful attack spell in the game.
  • There is a new commands called ‘hearfriends’. When you turn this on, you can go into ‘deaf’ mode but will still receive tells from friends. It also shows in ‘config’.
  • Using ‘wish list’ will now show your actual cost for the wish if you don’t already have it.
  • You will now receive a note when you are outbid on a marketplace item. You will always receive the note if it happens while you are offline. The default is to also receive a note if you are outbid while online. You can turn off receiving a note when you are online by using ‘marketplace notes’. The current setting of ‘market notes’ can be seen in ‘config all’.
  • Quite often I will receive an email from someone who doesn’t know how to get started on Aardwolf and wonders why the game is asking them for a password. To us it is obvious, but someone completely new does not always realize it just means that someone already has the name. There is now a “new” option at the login screen that takes you into character creation. The old way still works, but this will help newbies a little.
  • There is a new ‘Better hurry’ warning message that appears when you are down to 10 minutes quest time remaining. The other messages are unchanged.
  • When using ‘finger’ on a t9 with redos, you will now see, for example, (Tier 9+2). For offline characters you will only start to see this after they login as offline finger data is cached and t9 info was not stored in it prior to this change.
  • Have reduced the recovery time on assassinate by about a third.
  • The ‘allspells’ command will now show your current percent practiced in a skill or spell.
  • You can no longer ambush a room that is already being ambushed by someone else.

Knife Fighting, Clan Guard Changes, Second/Third Attack, Others

May 14, 2011 Author: Lasher Category: MUD News

Knife Fighting - New Thief Ability:

Over time, thieves can become so skilled with their daggers that they are able to execute two attacks in the time it would take others to strike a single time.

There is no syntax to this skill - it happens automatically. The primary weapon must be a dagger for knife fighting to work and the rate at which the extra attack will occur is determined by dexterity. Increasing instinct in knife fighting adds the potential for a second bonus attack.

There is no output message when knife fighting kicks in, but you can see the total so far in ‘dtrack hits’.

Other changes in this reboot:

A number of other bug fixes and changes were installed today:

  • It now takes slightly more dex to get the same number of third attack hits as you had before this update. There is no longer a (reachable) cap on how much dex will aid third attack, so players with very high dex will see third attack fire more often. The second part of this change, the increased max effect dex can have, has also been made to fourth attack.
  • There is a new ‘page’ option for bigmap. Using ‘bigmap page’ will page bigmap based on existing page settings. If you want to make this your default just use ‘alias bigmap bigmap page’.
  • When using random on a channel that has curse enabled, such as your private channels, you will now only select a ‘curse’ social if you also have nocurse off on your config.
  • The $ variables for ‘him’,'her’, possessive version of player ‘$o’ etc can now be used in all clan messages. If you have a ‘their’ in your clan message where it makes more sense to be his/hers or him/her, we will change these for you automatically free of charge.
  • The timestamp has been removed from tell info sent via GMCP. This makes it more consistent with other channels and will remove the duplicate timestamps when viewed in the Aard Mushclient.
  • Clanguard stats have been increased - hp by around 40% plus a slight boost in hitroll and damroll.
  • GMCP base data now includes remorts.
  • GMCP quest message sent at quest complete will now also include the time until the next quest.
  • The ‘count’ command will now only show people actually playing the game (not linkdead), making it more consistent with the login page and the numbers in ‘online’.
  • Made an improvement to ’sharp’ flag. It’s not a huge bonus, was never meant to be, but should be more noticeable now.
  • A single point of instinct in second attack and third attack was not working correctly, now fixed.
  • Pray no longer has a visibility check.
  • ‘lbid filter showcase’ should now be working correctly.

New Goals - Lemdagor, Prosper Island, Diatz and Tournament Camps

May 14, 2011 Author: Lasher Category: MUD News

Several new goals added this reboot:

The Storm Ships of Dem-Lagor:
Long ago, a series of volcanic eruptions created a tiny group of islands in the sea of Lem-Dagor. In time, these islands became rich and fertile, and finally, home to a race of sailing folk. In response to the frequent raids and pillaging attacks of Wave runners and pirates, the island states formed a co-operative known as the Federated Islands of Lem-Dagor (F.I.L.). Protecting their land and interests are the storm cruisers, massive ships powered by the sea wind itself.

The most famous of storm cruisers is The Tempest, commanded by Captain Rory Prosper, an adept sea shaman capable of commanding his ship, the winds and the waves upon which it rides.

Now, The Tempest is facing unprecedented danger from all sides. A concerted attack has taken place, and the ship is overrun with spies, Wave runners and pirates. Worst of all, the sea witch Sycorax, apparently in collusion with the attackers, has sent a pack of possessed dogs and hounds to kill Prosper. Should you find yourself aboard the ship, no doubt you will want to face the challenge of ridding the ship of the intruders and save Captain Prosper and his crew from the enemies they face.

Level Range         : 60 - 100
Goal Difficulty     : Easy
Goal Recommended at : Level 85
Goal Converter      : Phraeaxes
Area Author         : Lumina (original concept by Maerchyng)

This area replaces ST:TNG.


Prosper’s Island - New Goal:

The ship of the witch Sycorax, brimming full of hapless people enslaved by her evil spells, has cast anchor near Prosper’s Island. Plans are underfoot to invade the island, for who knows what purpose? And yet, there is one aboard the evil witch’s ship, who has emerged from the witch’s control, and seeks help to vanquish her. His name is Humbert, and he needs your help.

Level Range         : 100-125
Goal Difficulty     : Easy
Goal Recommended at : Level 100
Goal Converter      : Phraeaxes and Lumina
Area Author         : Lumina (original by Maerchyng)

This area replaces New Vertigo.


The Three Pillars of Diatz - New Goal:

Nestled on a plateau in the grassy plains of Mesolar, the magical Pillars of Diatz were once home to a thriving populace. But over the years something dark crept into the heart of their once-kind Lord Diatz, and now the citizenry lives in constant fear. His looming shadow stretches long and dark over their misery, for none have had the courage or fortitude to dare and face his terrible might.

Level Range         : 60 to 80
Goal Difficulty     : Difficult
Goal Recommended at : Level 80
Goal Max Level      : Level 80
Goal Converter      : Paramore
Area Authors        : Dirtworm

The Tournament Camps - New Goal:

An old warrior sulks in the corner, and, as if in reply to your questioning stare, he says: “Why aren’t you at the preparation grounds? Haven’t you heard of the coming tournament? Why, a messenger from the southern lands arrived just yesterday! They set up the preparation grounds. Where, you ask? I wish I was a little younger, my memory fails me once too often lately… He talked of a castle built on a small piece of land, surrounded by a river from all sides…”

He opens his mouth, but before he can say anything, he turns transparent, and disappears. If only you knew where he was taken, or why talks about the Tournament are prohibited…

Level Range         : 1 to 10
Goal Difficulty     : Medium
Goal Recommended at : Level 10
Goal Converter      : Myrkul & Rumour

Area added Mar 14, 2004.

Mud Clients - 256 Xterm Color Mode

April 17, 2011 Author: Lasher Category: MUD News

Syntax     : xterm              - Turn 256 color mode on/off.
             color 256          - See a table of the colors.
             color raw256       - See table of colors with no mud parsing.

Aardwolf now supports Xterm 256 color mode. Whether or not you can see Xterm 256 color depends on your client. See the bottom of this helpfile for a brief list of clients known to work with 256 colors. A sample of the colors is below:

Aardwolf MUD - Xterm 256 color sample

Every xterm color has a corresponding “closest match” in ANSI so that players without xterm support are not affected.

To use xterm colors use @x[color] where [color] is any number 0 - 255. The first 16 colors corresponding to their ANSI equivalents and colors 232 to 255 are varying levels of gray. An online chart of all 256 colors can be found at:

Wikipedia 256 color chart

It is possible to use either @x020 or @x20 but the 3 character version is recommended to avoid conflicts with color codes followed by numbers that are part of the actual message.

All codes from 0 to 255 can be used with @x but some colors considered too dark to display on the average screen will be automatically brightened. To see this, compare ‘color 256′ to ‘color raw256′ noting the difference (for example) in colors 0, 52, 53 and 232.

Clients:

Clients known to work with 256 color include Mushclient, Mudlet, CMud 3.x, Tintin++, Tinyfugue, Atlantis and the Blowtorch Android clients. Note that Zmud does not work with Xterm 256 colors. To see if you have 256 color support, type ‘xterm’, if you see Orange then you have it.

Known Issues:

  • Kind of obscure, but if you have GMCP rawcolor mode on but do NOT have xterm, the GMCP data is still going to show @x123. There is an overhead involved in fixing this that may make it not worth it. If you’re using rawcolors via GMCP then you have a means to process color locally even if you can’t actually display 256 colors.
  • Whoname cannot currently use 256 color mode.
  • You can use these colors in strings in the editor (object names etc) but not in editor fields specifically requiring a color name such as the default map color for an area or in sector editing.

Instinct feature, MUD damage tracker, multi-command aliases.

April 08, 2011 Author: Lasher Category: MUD News

Instinct - Enhanced Training Levels in Skills/Spells:

Several new features added in this latest update, the main feature being ‘instinct’. The short version is that instinct allows you to invest gold and trains into an ability to improve it beyond the normal 100% practiced. The full help file is at the end of this post. This is a very high level feature not really intended for (and not good value for) lower levels.


MUD damage tracker:

The damage tracker previewed on here a couple of weeks ago is now live. You can use this to report your hit accuracy and average damage per hit broken out by primary/secondary weapon. You can also see a more detailed breakdown of hits, damage from special attacks and monitor damage from a specific skill or spell. A sample screenshot is below. For more screen shots see the earlier damage tracker preview post.

Mud Damage Tracker - Dual Wielding



Multi-command aliases:

We now have support for multiple commands in aliases separate by a semi-colon. There are a couple of restrictions when an alias has multiple commands:

  • Each command within the alias will be executed only as a MUD command, you cannot have an alias with multiple commands calling other aliases.
  • Any arguments after the alias when it used will be ignored.



Instinct helpfile:

Highly experienced veterans of Aardwolf can train a skill or spell so intensively that it becomes more like an instinct than an acquired skill. The knowledge is so ingrained that it is remembered across mortal incarnations and can enhance the power of an ability beyond that usually available to a fully trained character.

Instinct is a fairly complex feature, please make sure that you have read and understood the notes below before using it. Refunds will not be given. Ask on the Question channel if you need help.

The basic premise is that you ‘buy’ instinct in a skill that has had instinct enabled. Any instinct you buy is permanently remembered. Important points to note are:

  • Instinct is only useful in a skill (or spell) that you can actually use, it is not a way to have access to skills usually unavailable. If you lose access to a skill because you tiered or changed class, your instinct amount is still remembered and will become active whenever you have that spell available again.
  • The max instinct you can gain in a single ability is 200.
  • Instinct is remembered across tiers and remorts; you only ever have to buy it once.
  • If you have less than 100% in a skill but have instinct in it, your instinct points are used first. For example, if you have 75% in a skill and 25 points of instinct, the game will act as if you have 100% in the skill but no instinct.
  • Instinct in a skill that you already have at 100% will add some bonus. In almost all cases, the bonus is not a direct percentage. It is also on a curve with diminishing returns. For example, 100 points of instinct might add a 20% bonus to a skill while 200 points adds 30% total.
  • Instinct is not used on spells cast from objects - only when cast naturally.
  • Not all trains can be spent on instinct - only new trains gained after your last rebuild. For a full explanation of this see, ‘help instinct-trains’.
  • When a spell that sets an affect has instinct, other spells or equipment that sets the same affect will benefit from instinct. For example, if you are wearing the Aardwolf Boots of Speed or cast ‘Accelerate’, both of these will benefit from instinct in ‘Haste’ as they both set the Haste affect. The same applies to sanctuary, dual wield (Aard gloves) and protection good/evil.

WARNING: This is a very very expensive ’sink’ for high-level tiers. It is not recommended to invest your trains and/or gold into instinct unless your stats are maxxed and you have plenty to spare.

Instinct Syntax:

instinct              : Show skills you have in which it is possible to gain instinct.
instinct learned      : Show skills in which you have already gained some instinct.
instinct buy [skill]  : Buy a point of instinct in the specified skill/spell.
instinct deposit      : Deposit trains for later use on instinct. See 'help
                        instinct-trains' for an explanation of why you would want to.
instinct costs        : Display a table of instinct costs.
allspells instinct all: Shows the full list of skills/spells that can be used with
                        instinct.

Palace of Song, Temple of Shal’indrael and Silver Volcano

April 08, 2011 Author: Lasher Category: MUD News

Three new goals and a completely new area were added in this update. Details below:

The Palace of Song - New Area and Goal:

In an ancient grove in Mesolar, a set of ruins exists. Explorers who have accidentally stumbled across these ruins claim that if one is perfectly still and silent, the faint traces of trained voices, grand orchestrations, and even applause can be heard echoing through the area.

Odder yet, a few passersby have seen men, women, dwarves, eldar, and other creatures enter this grove in full evening wear, sometimes even with children in tow. These observers have sworn that one minute you see these individuals, and the next they are gone.

These stories coincide with unearthed scrolls which tell stories of a Palace of Song, severed from land and time for the pure purpose of the enjoyment of song. These stories tell of the ruler of the Palace, a mirthful and elegant Queen who welcomes all who can join their song in harmony with the resonant melody of the ages.

Level Range         : 60 to 85
Goal Difficulty     : Easy
Goal Recommended at : Level 75
Goal Converter      : Dreamfyre
Area Author         : Dreamfyre

Temple of Shal’indrael - New Goal:

In between the glorious vaults of heaven and the difficulty-wrought paths of the earth the goddess Mercy placed the Temple of Shal’indrael. She and her consort, Grace, created a purification ground for those who wished to find fulfillment in all things. Seekers of balance are ever after its cloudy portal, but few can master the secrets within.

Area Level Range    : 180 to 201
Goal Difficulty     : Medium
Goal Recommended at : 201
Goal Minimum Level  : 160
Goal Converter      : Paramore
Area Author         : Dominian

The Silver Volcano - New Goal:

Long ago, an ancient evil was sealed deep with the volcano. but that has all changed. The Balrog has been released from his ancient slumber, and woe be to any who cross his path. But with his reawakening, also comes opportunity.

Now there is a chance for you to claim his power for your own. Will you be able to brave the heat of the volcano, and claim this power? Or will you burn like all before. But be warned, those who seek the Balrog’s power with evil in their hearts shall never succeed.

Level range         : 30 to 100
Goal Difficulty     : Medium
Goal Recommended at : Level 85
Goal Converter      : Raistlin
Area Author         : Gack