The Nyne Woods, Tier HP Carryover, Other Changes Lasher, July 27, 2012 New Area – The Nyne Woods: The island prison of The Nyne Woods has only been opened briefly, yet the rumors are circulating about its inhabitants. They say the most heinous of criminals have been magically sealed here ever since the escape of the vile Damian. Now a mysterious man has appeared again and The Thieves Guild has regrouped. This is the final showdown. Will you be able to reunite the Cult of Dark Lotus? Will you be able to regrow the sacred Dark Lotus? Will you be able to put an end to Damian once and for all? Level Range : 200 to 201 Goal Difficulty : Very Hard Goal Recommended at : 201 Goal Converter : Madrox/Myrkul Area Author : Madrox/Rapscallia Tier carryover for Hp, Mana and Moves The way that hp, mana and moves carry over at tier 0 to tier 9 has been redone. The old way is that half of any amount over 8,000 is stored and added back to your hp when you reach 7*201 in the next tier. The new way is that your hp, mana and moves are stored at the time you tier when you reach 7*201 in the next tier, if that value is higher than your current hp, your current hp will be what they were last tier – just set to that value, not added. For example, at tier 2 you get your hp up to 20,000 then retier. When you reach 7*201 in the next tier, you have 7000 hp. Old method: Hp = 13,000 : 7000 + 6000 (half of the amount over 8000 from last tier) New method: Hp = 20,000 : The old saved value. This value is set at the time you retier so this will only apply to people who retier after this reboot. The purpose of the change is to allow you to spend some time ‘sitting’ without losing all the trains put into these stats. I let the amount kept be 100% because you’re still losing out on trains put into regular stats. This change does not apply to t9 redos because *all* stats including trained and gained values are restored when you hit 201*7 on a redo. It also does not cover stats, just hp/mana/moves. Other Changes: Other changes in todays update. There is a new config option called ‘strictsocials‘. When set, you will only do socials when you explicitly use the ‘*’ prefix. This does not affect channels or the random command. ‘Unequip‘ is now a global alias for remove. Not that useful to anyone already here but new players try it quite often. Using ‘consider’ with no arguments will now be treated the same as ‘consider all’ You will no longer see portal arrive, home and recall messages in rooms flagged as ‘quiet’. Note that this is not the same thing as “silent spell” rooms – these are the same rooms you already don’t see people walk in/out of and mostly affects a few rooms in the Academy and Aylor. If you reconnect and someone in the room is attacking you or a group member, and you have auto-assist on, you will immediately be put back into combat. The lag after you reconnect will now be much shorter if you are not in combat. There has to still be a little lag to protect us from reconnect spam when someone’s client goes crazy. Brief 1 (show desc for new room only) was not working with ‘enter’ because the explored bit was getting set before the look. Now fixed. MUD News
Saves equipment upgrade. October 12, 2015 Equipment upgrade for “Saves” Stat: TL,DR: If you have equipment with saves, use ‘savesupgrade [item]’ to replace the saves with random stats or resists. See below for a way to try again if you don’t like the stats. Focusing on fully removing saves from the game. Saves have now been… Read More
Accessibility Changes, Bonus Equipment Improvements February 11, 2018 Equipment Bonuses Enhancements: The object bonuses are a little (just a little) more weighted towards DR over other stats and the base bonuses are upped a little. Items will now also have a chance for lower level when the bonus kicks in. This is on top of the regular level… Read More
Keyrings feature / Afterglow Area and Quest January 9, 2016 Keyring Feature: There is a new ‘keyring’ feature. This feature is intended only for convenience and organizing inventory. It will not allow you to save with keys or carry more items. Keys on your keyring are still considered inventory and will still go into your corpse if you die. There… Read More