News
Changes to the game, newest first, as the news command shows them.
2026
- You can play in a web browser now, on a computer or a phone, with nothing to install: press Play now on the website, or go to https://aodrekindled.com/play-now.html. MUD clients work as they always have.
- Thorbardin is open. The dwarven kingdom under the mountain lies south of Pax Tharkas, through the wicket door in its South Gate, and the school's portal leads there too. Its people keep the peace, so it is safe to visit at any level. Ride a cable boat to Hybardin, the city in the Life-Tree, LISTEN to the dwarves' troubles, fight in the Arena of Honor, or hunt the Deep Workings, the Valley of the Thanes and the Floating Tomb at levels 20 to 30. HELP ZONE THORBARDIN tells you more.
- FINDZONE now works for the newer zones, such as Pax Tharkas, Thorbardin and the Forest of Wayreth. It used to call them invalid.
- New characters can buy things straight away. They used to start with more items than they could carry, so shops turned them away until they dropped something. Most of your starting supplies now come packed in your sack: LOOK IN SACK to see them, and GET BREAD SACK to take something out. You can quaff a recall potion straight from the sack.
- Energy drain now drains experience, as its help says. A player who fails its fortitude save loses a little experience as well as taking a little damage, but never a level, and a successful save stops the spell entirely. Some evil monsters cast it too.
- Scribing a spell from a scroll before you can use it no longer says it worked and then hides the spell. Scribe now tells you the level you need, or that your class can't learn it, and you keep the scroll. A scroll whose spell is already in your spellbook isn't used up either. Spells you copied in early show in your spellbook with the level they open at, and memorize tells you that level instead of "You do not know that spell!"
- Research at a library now checks your level and your spellbook before it takes your money.
- AREAS now shows the zones that suit every level, such as Sanction, Palanthas, Qualinost and the long roads. They used to appear only in ALLAREAS.
- A druid in animal form no longer brings the game down when it updates. You now come back in your own shape, with everything you earned in that form.
- Secret exits now stay secret. They used to show up in the exit line, in "exits" and "scan", and "look" or "open" would give them away, though you still couldn't walk through. Now you need to find one with "search <direction>" first, and then it's there for everyone until the next reboot.
- Every storehouse now has a sign on how to use it, and "help storeroom" finds the storehouse help.
- 26 areas you could already walk to were missing from the area lists, and now they're listed. Among them are Caergoth, Neraka, Dargaard Keep, Icewall Castle and Crystalmir Lake, plus Woodland Grove and the Training Pits of Sanction for new players. FINDZONE now works for them too, except Icewall Castle, whose paths can't be tracked.
- Vidgeous's shop in the Wizard Academy of Palanthas now sells a scroll for every wizard spell, priced by the spell's level.
- Buy one, then scribe it into your spellbook. Ant Haul, Continual Flame, Admonishing Ray, Constricting Coils, Dancing Sword and Serenity can be learned for the first time.
- Shops that sell both potions and scrolls now also sell a basic leather spellbook, for a couple of steel coins. Wizards and bards need a spellbook to memorize, carried or held, so a lost book is now easy to replace.
- You can now walk back out of the rebel camp in Khur. Where the trail through the grasslands opens onto the camp, go northwest to return to the start of the trail.
- Losing your link now works the way idling does. About ten minutes after you drop, you are pulled into the void, and about an hour after, the game rents you out, with your things saved as you left them, except anything no-rent. Come back before then and you carry on where you were. Your character used to stand there, linkless, until the next reboot.
- Losing your link no longer costs you your things. If the game restarted while you were link-dead, you used to come back without what you had picked up lately, and with what you had dropped or given away. Now you come back with what you had.
- Sitting idle for an hour no longer brings the game down, and sitting at the main menu for an hour no longer loses what you have in rent.
- The kobold caves near Solace can be reached again. The way in is east of the southern edge of Solace, and the kobold chieftain is waiting. Three other paths that only let you walk one way now go both ways: one in the Khur village, one in the farmlands outside Keiflore, and one in the Plains of Dust.
- Otik's Cellar is open, for levels 5-12. The way down is at the bottom of the rope below the kitchen of the Inn of the Last Home.
- You can now walk onto the grounds of the Snow Wood Convent, north through its burnt entrance arch.
- The hole in the Infected Forest's caves leads somewhere again.
- The ladder won't hold, so bring a way back up.
- The City in the Clouds is off the AREAS list, as no player can reach it.
- You can eat and drink again. "eat bread" or "drink waterskin" now works, where it used to tell you that you couldn't wear your lunch. A meal lasts for its servings, one a tick, and a drink gives a bonus for as long as it lasts: water adds hit points, milk adds movement. You can drink from fountains too. Characters who had run out of food and water no longer get their mana back at a quarter of the normal rate.
- See HELP EAT.
- The gates of Pax Tharkas are open. The fortress in the mountain pass south of Solace is now a garrison town for levels 8-15, with an inn to rent at, a bank, a courier's post, a loremaster to practice with, smiths, a temple of Reorx and a gnome tinker. Below the town lie the iron mines, and below the mines old halls where the miners found something they wish they hadn't. Ask the Warden in his keep. Carriages stop right outside the gate.
- The Forest of Wayreth has appeared in southern Abanasinia, and in it the Tower of High Sorcery. Nobody finds Wayreth; it finds you. Now and then a path opens off the road south of Solace, out on the plains or at the edge of the Qualinesti forest, and a little later it is gone. Inside, the paths move as you walk them: follow the silver moths. The forest suits levels 12 to 20.
- Wizards of each robe have their own hall in the Tower, with a master who sells the order's robe and scrolls. Anyone may visit the common rooms. Ask the Keeper of the Braziers about the three lost Chaos Gems: the Conclave rewards whoever brings one home.
- Quaff and recite no longer stop at something you're wearing with the same name: quaff red finds your red potion even while you wear a red cloak.
- Wizards of level 20 and over are summoned to the Test of High Sorcery. Climb to the Chamber of the Conclave at the top of the Tower and tell the seneschal you are ready. Three trials wait, and you face them alone. Pass, and your order's hall opens to you, with its robe, its scrolls and a master to practice with, and your moon's pull on your magic doubles, waxing or waning.
- Fail, or yield, and the Conclave will not sit for you again for a day. See HELP TEST.
- The AREAS list is easier to read. Roads have plain names, such as the Road from Thelgaard to Palanthas, and a few areas were renamed to say what they are. Builders' names moved out of the list and into HELP ZONE AUTHORS, so they keep their credit.
- The AREAS list now shows the right region for each area.
- Palanthas is in Solamnia and Sanction is in Taman Busuk, and Khur, Kendermore and Icewall have regions of their own. The list also no longer shows the game's internal rooms.
- Rogues can now use lockpicks. Carry a set and it adds to your chance to pick a lock: crude picks +5%, thief's picks +10%, fine picks +15% and masterwork picks +25%. All but masterwork picks can snap when a pick fails. The Thieves Guild bartender sells crude and thief's picks; the better sets are carried by thieves out in the world. See HELP LOCKPICKS.
- The website's maps are easier to read. Each map has its own key underneath, the stairs between a city's maps are listed by letter with where they lead, and Palanthas's pins no longer sit on top of one another.
- A monk's diamond soul no longer improves on its own while you stand around. Only a real saving throw practices it now, and score shows your saves with its full bonus instead of numbers that jump around.
- A boat packed in your bags now carries you across deep water, even a canoe in a bag inside another bag, as long as that bag isn't locked.
- A group's light now lights the way for the whole group. If anyone you travel with carries a light, everyone sees each dark room as they walk in, wherever in the line the light-bearer is.
- HELP POLICY CHARACTER SEPARATION now finds the rule on keeping your characters apart, and the policy list no longer ends in stray letters or points to a help page that isn't there.
- Every class can now learn the climb skill, from level 1. Where a drop can be climbed, such as a cliff face or the climbing course, a good climber holds on instead of falling. Practice it at your guild. See HELP CLIMB.
- Druids now really control the weather. Cast control weather with clear, cloudy, rain or lightning to set the sky where you stand for a while, without changing anyone else's weather. It is now a circle 4 spell. See HELP CONTROL WEATHER.
- Call lightning now needs open sky and rain or a storm overhead, and hits much harder. Photosynthesis needs the sun: cast it outdoors between sunrise and sunset.
- The practice list now grades each skill and spell against the most your class can ever reach in it, so superb means you have mastered it. Triple attack, which stops at 55%, now reads superb when it is maxed instead of staying at fair.
- Type noshout to stop hearing shouts; type it again to turn them back on. HELP CHANNELS now lists every way to talk to other players, and history ooc shows what was said out of character.
- A ban from the pray channel no longer stops you chatting and shouting as well.
- Type holler to reach every player in the game, wherever they are. Nobody can turn it off, so you get five hollers a day, from level 2. See HELP HOLLER.
- Bards can now learn three more songs: lullaby at level 11, anthem of discovery at 19 and tune of vanishing at 25. Practice them at your guild. See HELP LULLABY, HELP ANTHEM OF DISCOVERY and HELP TUNE OF VANISHING.
- Wizards, clerics, druids, rangers, paladins and bards can learn spell lore from level 1. When you cast a spell without its component, it tells you what is missing, such as the feather that levitate needs. HELP LORE now explains the bard's lore command, and HELP SPELL LORE the skill.
- Hymn of vanquishing and bane now show the right message when they wear off.
- Keys, potions and scrolls now work from inside your bags, even a bag inside another bag. Unlock a door with the key in your pack, or quaff and recite without taking anything out first. A locked container keeps what's in it out of reach.
- Carried weight no longer counts what's in your bags twice, so a packed bag weighs just what it holds, however deep the bags are nested.
- The cities now have storehouses, where a clerk keeps your things in a locker for a small daily rent: a copper a pound, plus a copper for every 1000 copper they're worth. Use store and retrieve at the storehouse, and storage anywhere to see what you have stored and how long your coins will cover it.
- If you fall behind, your things go on the storehouse's pawn shelf and are never thrown away: buyback mine gets them back.
- See HELP STORAGE.
- Age of Dragons now lives at aodrekindled.com, port 4000, and the website there says so. Tell your friends!
- Read about Chaos, the Father of All and of Nothing, with help chaos. He is on the website's Gods page too.
- The website has a Maps page: the Newbie School, Solace, Palanthas and Sanction, with the inns, banks, shops and trainers in each marked on the map.
- First aid now gets better the more you use it. Guilds still teach it up to fair, and using it raises it from there all the way to superb. The better your first aid, the more it heals: superb heals about 1.6 times as much as fair. At lower skill you can fumble the bandages and heal nothing, but then you can try again after 2 ticks instead of 5. Stabilizing a dying friend always works.
- Carriages and airships now charge the fare they list: 3 steel for a carriage and 1 platinum for an airship. Until now a ride paid you 3 steel instead of charging you, and the steel in your purse barely counted when the driver checked you could pay.
- Elves, half-elves, dwarves, gnomes and goblins can now see in the dark as their help files promise: in a dark room you see the creatures, players and items there, not just the room. Others see your glowing red eyes, and the affects command shows them too.
- "give bag cha" now gives to Cha even when "cha" also matches your own name or description, instead of saying "What's the point of that?". 2.cha still picks the second match.
- Coins weigh nothing now. Picking up coins, being given coins and getting your share of a split no longer fail as "too heavy", however much you are carrying.
- Items left lying on the ground now fall apart over time: about half an hour for shoddy gear, two hours for ordinary items, six for exceptional and a day for superior work, while phenomenal and legendary items last forever. You get a warning before something crumbles, and picking an item up starts its clock over. Keys, corpses, items inside containers and things the world itself placed are not affected.
- Camp fires now burn out when they run down instead of lasting until the next reboot.
- Identifying or assessing an item now tells you its weight.
- Type version to see when the game was last updated.
- Most game updates no longer disconnect you: time stops for a moment and you carry on where you were. When the game does shut down or restart, everyone's progress is saved first.
- Fixed several ways the game could crash.
- Disintegrate, camouflage and abundant step are now spelled right. Short forms like cast 'disint' still work.
- Disarm now disarms your opponent instead of you.
- Toughness now protects you from monsters too, and epic berserk now hinders the barbarian's enemies instead of the barbarian.
- The dodging, hit-and-run and stoic tactics now protect the fighters who use them instead of weakening their attacks.
- Endurance saves more movement as your skill rises, not less.
- Dodge and tumble use your own dexterity, expertise uses your expertise skill, and a partial parry now halves the hit.
- The weaken effect of spiritual hammer and dancing sword now lowers strength instead of raising it.
- Druids can now charm animals and plants with charm plant or animal.
- Group heal now cures blindness too.
- Web and entangle now check the target's fire shield and blink, not yours.
- The peek command works.
- Bards can now practice song of renewal.
- A harmful deity spell cast with no target goes at whoever you are fighting instead of you, and locate object works through deity.
- Fixed the help for chain lightning, charm, globe of light and floating disk, which named spells that don't exist.
- Long screens no longer lose text when your client uses MSDP (Mudlet does). Rooms keep every creature and player in the list, and help, shop lists and identify come through whole.
- Killing a player no longer leaves their attackers stuck fighting the body ("No way! You're fighting for your life!") until the dead player resurrects.
- A spell refused because of its target ("You can only cast this spell upon yourself!") is no longer used up, and casting blindness or doom without a target asks for one instead of aiming it at you.
- Half-elves can now cast spells from the level they can memorize them, one level early.
- A failed spiritual hammer now says you lost your concentration instead of saying nothing.
- Turn undead no longer calls undead creatures "not undead".
- You can bash or trip a stunned or dying opponent even when you aren't the one tanking it.
- Skills end with the right message: war cry no longer ends with whirlwind's, sneak no longer says you can steal again, and whirlwind, stunning fist, abundant step and empty body no longer report an error.
- Looking at an item no longer shows another item's servings.
- Identify and other spells now find a held or worn item by any of its names.
- Clients that show experience to the next level (MSDP EXPERIENCE_TNL) now get the right number.
- Fixed a memory error when characters were saved.
- Fixed typos and missing line breaks in many messages.
- Closed several security holes.
- Builders: saving a zone no longer drops its hidden exits or the scripts attached to its rooms, mobs and objects.
2025
- Updated the board system to use mysql for storage, so no more corrupted board files, or losing board history when changing servers, etc.
2022
- Added damage numbers for spells and skills.
- Reduced spell lag across the board to about 1/2 what it was before.
- Reduced monk damage per hit.
- Fixed winds of vengeance to not require a component.
- Added ability for builders to quickly create a quest-giving mob.
- Mobs can now only be affected by a stunning fist attack once.
- Changed item enhancing and gnome tinkering to only affect an item once, and they stack with each other.
- Added a quest of new quests at Fireside Tavern.
- The score command now shows exact numberss for AC, and also now shows ability scoresm hitroll and damroll.
- Added the bard skill 'lore' as well as the lore command that can be used on both mobs and objs.
- The identify spell now shows exact numbers in addition to descriptive text.
- Reduced the required level for identify object to a level one spell for wizards and bards. Wizards gain it at level 3 and bards at level 9.
- Added the affstats command which will give exact numbers on many spell and other affects. Still some abilities that only show on the affects command.
- Updated the gear in Darken Wood zone to be more appropriate to it's new level range. (Once a low level zone, now a mid- high level zone.
- Added a flag for barehanded weapon flag. Makes the weapon wieldable by monks and still get their barehanded bonuses.
- Fixed a bug that sometimes caused loss of gear on idle-out.
- Equipped gear and inventory loads/drops on mobs are no longer prevented from occurring because there are too many in-game already. Gear that loads inside objects will still only load once per boot.
- Solace library can now be used to research mage spells.
- Removed requirement to create a detailed description during character creation.
- Locate object spell should be more accurate now.
- Stunning fist and quivering palm can now be used without any command lag, if used outside of battle. Note that this will queue your next attack as stunning fist/quivering palm.
- The quit command now allows you to keep your gear, but does not provide rested experience, like renting does.
- Added quest mobs and a simple repeatable quest for goblin fort and seeker outpost east of Solace.
- Locate object spell now cycles through mob-held/worn items before searching for player-held/worn items.
- Good and evil characters can now devote to neutral deities and neutral characters can devote to any aligned deity.
- Minotaurs can devote to Sargonnas regardless of alignment.
- Added the new Monk class, along with 17 new skills specific to monks.
- Players who are soloing, now gain 50% extra exp.
- Added some quests to the Que-Shu Village.
- Added deity spells and backstab multiplier progression to the abilities command.
- Added the autoconsider command. See HELP AUTOCONSIDER.
- Added the ability to add MUD time to the prompt.
- Updated HELP PROMPT.
- The text editor now uses @ commands instead of . commands.
- Added the autosplit toggle option.
- Fixed a bug that was crashing us.
- Added a new quest type: kill mob vnums. Allows a quest to assign multiple mobs as the targets.
- Added max hp, mv and presence to the prompt.
- Decreased spell memorization times when not resting.
- Learning special skills through spectrain can now be done at Brime, Vichtor at the high priest trainer in Sanction.
- Added HELP SPECIAL TRAINING.
- Added the ability to abbreviate keywords for mobs, objs, etc.
- Added an item enhancing mob at Solace blacksmith. HELP ENHANCE.
2017
- Updated devote command to only allow someone to devote to a deity the same alignment as them. Anyone with an existing deity of different alignment will have their deity removed upon login and will have to use the devote command to choose a new, alignment appropriate deity.
2016
- Updated the Age of Dragons Web Site. http://classic.ageofdragons.com/
- Added the "heal" command which is an alias of "bandage".
- Added small experience gains when someone raises a skill through use.
- Fixed a bug where bard presence would sometimes drop below zero.
- Added the sneak attack skill for rogues. See the associated help file.
- Added the following druid spells: group minor heal, polar midnight, crushing rocks, storm of vengeance and winds of vengeance as well as their associated help files.
- Added HELP RETURNING PLAYERS which details the majority of the changes made between 2013 and Summer 2016.
- Added tactics skill for fighters and the accompanying help file.
2015
- Added additional cantrips that are unlocked for wizards as they rise in level: acid splash, shocking bolt and fire bolt. Also reduced cantrip lag to coincide with other level 1 spells.
- Improved the martial arts ability to give a chance for a 2nd kick as well as a chance to reduce lag after a successful kick.
- Improved the identify spell to offer information as to who is able to use the item.
- Made it so if a charmie/summoned mob makes the killing blow in a fight, that the kill credit will go to their master (as long as they are in the same room). Thus the charmie's master (and their) group will receive the exp for the kill instead of the charmie.
- Also means there's no need to try and group charmies.
- Fixed the trip, bash and bull rush skills so that the proper message will show when they hit. This was showing as a miss some times when the target had some kind of damage resistance that would reduce the skill damage to zero (effecting in a 'miss' message).
- Fixed some of the deity spells that would not work, when targetting objects in general or people not in the same room as you.
- Fixed it so that mobs will no longer critical hit, and the fighter improved/advanced/epic critical feats will only have their ability to proc a crit if the roll would have hit the target anyway. In other words, only a natural 20 is an automatic hit, though if the figher hits anyway, and they proc their improved crit abilities it will crit. If they miss, it will never crit despite their advanced crit abilities.
- When a spell with a lasting affect (blur or bless for example) is cast upon a person who is already under effect by that spell, instead of the spell failing, it will now 'reset' the spell, removing the existing effect and giving the person the spell effect again with the base duration.
- Added the following skills for fighters with help files: improved critical hit, advanced critical hit, epic critical hit.
- Added the following skills for rogues with help files: improved impaling, advanced impaling, epic impaling.
- Added ability for everyone to make critical hits (mobs included).
- Added help file for 'critical hits' as well.
- Modified strength bonuses so that strengths of moderate amount (ie. between 8 and 15 or so) give a percente chance to get a +1 to hitroll and/or damroll, with greater percent for higher strength values. The hope is that people with moderate strength can still benefit, instead of all or nothing.
- Added racial benefits as follows: KENDER: Dodge ac bonus & increased gold rewards from mob kills.
- GOBLIN: Dodge ac bonus & improved combat initiative bonus.
- HALF-ELF: Natural infravision & gains spells/skills 1 level sooner.
- HUMAN: Increased skill/spell success chance and gets skill gains quicker.
- DWARF: Natural infravision and reduces all incoming damage by 1.
- ELF: Natural infravision and +1 to all weapon/unarmed attack rolls.
- MINOTAUR: Chance to receive a free gore attack each combat round.
- GNOME: Access to the tinker ability, to improve weapons & armor.
- Help files updated for all races plus the tinker command.
- Updated the BERSERK help file
- Changed color of spell/skill combat effect messages to magenta
- Added auto bash for paladins.
- Updated the following zones: Temple of Chemosh, Thelgaard Keep, Temple of Morgion, Lord Anias' Estate, Icewall Castle, Solace Training Pits, Que Shu Village, Solanthus, Sanction Palace. For the most part, the updates consist of re-added previously removed item loads.
- Fixed the lag timers on bash. Level 24 and higher allows for less lag when bashing, and more lag on the target when they are bashed.
- The setcamp cooldown timer should properly expire now.
- Added the spell 'ray of frost', which is a wizard cantrip, meaning they can cast it without having to memorize it, unlimited times.
- Fixed a bug with stone body and advanced shield defense, which would not properly reduce damage in some situations.
- Fixed the spell message for admonishing ray.
- Silence and slow spells now properly indicate that the target has resisted the spell instead of simply saying, no effect.
- Improved paladin mem slots at high levels.
- Added additional effect for divine bond at level 24, adding PvE damage in addition to the existing subdual damage bonus.
- Updated the deadly juggernaut help file to indicate that the spell only procs its additional effect when making the killing blow on an enemy that is either higher level than the killer, or no more than 4 levels lower.
- Increased the maximum length of a command and its parameters considerably
- Added help files for: BANE, DIVINE POWER, INVISIBILITY PURGE, MINOR RESTORE LIFE, RESTORE LIFE, MAJOR RESTORE LIFE
- Added clan functionality to the MUD. See HELP CLANS and HELP CLAN COMMANDS for more information.
- Please contact an admin to be given a leadership position in one of the existing clans, as well as the opportunity to create your own clan.
- Added the 'finesse' skill for rogues. See the help file for more info.
- Fixed a bug wherein the 'order' command would crash the MUD.
- Fixed a bug withj deadly juggernaut spell that was leaving a penalty to hitroll and damroll after wearing off.
- Added a number of help files for spells and skills that were missing them
- Added functionality to protection from evil and protection from good so that those under the effect of the spell will receive a benefit to armor class when fighting an opponent of the corresponding alignment.
- Fixed a bug with the Thelgaard Keep carriage locale.
- Enabled the ability for players using the autorest preference toggle to be able to auto-stand, if resting, when using the 'cast' command. This is to help accommodate those who are multiplaying with casting classes in the 'slave' window.
- Increased number of pracs for all classes by +1/level. Existing characters please contact a staff member for retroactive gains.
- Doubled the chance for most skills and spells to get a skill improvement, most of which are based to some extent on your wisdom ability score.
- Added appropriate levelup information for characters when they gain a level.
- Sample output is as follows:
- You rise a level!
- You have gained 10 hit points!
- You have gained 2 movement points!
- You have gained 4 practice sessions.
- You have gained access to the 'cure blind' spell.
- You have gained access to the 'cause light injury' spell.
- You have gained access to the 'know alignment' spell.
- Added a number of new abilities: Improved Shield Defense, Heroic Defense, Advanced Shield Defense, Epic Shield Defense, Disciplined Defense, Stone Body, Shrug It Off, Great Weapon Fighting, Improved Great Weapon Fighting, Advanced Great Weapon Fighting, Epic Great Weapon Fighting, Improved Berserk, Advanced Berserk, Epic Berserk.
- All have help files. Please see the help files in game for more info.
- The new skills are for barbarians and knights. Many more to come for other classes.
- Removed the restriction for barbarians being unable to use 'magic' flagged items.
- Barbarians can now wield ALL two handed weapons, regardless of class, race and alignment flags.
- Re-arranged knight and barbarian abilities a bit. Removed dual wield for barbarians and pushed double attack down to level 10.
- Added the autobash ability, a toggle-able passive for level 14+ knights.
- This ability allows the knight to automatically bash (and stand) every 3 combat rounds.
- Also added the setcamp ability, for rangers, druids and barbarians. This command creates a camp fire in the room that lasts 10 ticks, and increases the amount of hit point and move point healing for everyone in the room by an amount proportionate with the skill user's wisdom ability score.
- Added passive abilities to the practice and abilities commands.
- Attempted to fix bugs that prevented people from practicing the trip skill (now renamed to trip opponent) as well as not being able to memorize the defensive harmony spell.
- Added the autorest command. This flag, when enabled, causes the person to automatically rest 20 seconds after finishing a combat. If the group leader moves, the person will auto stand prior to the group leader completing their move.
- Added additional carriage stops throughout the MUD.
- Added Air ships and Carriages.
- Airships allow one to travel between major cities (Solace, Palanthas, Sanction).
- Command to use is 'airship' (only at airship towers).
- Carriages allow one to travel between important locations in each region, (Abanasinia, Solamnia, Taman Busuk). More carriage locations still to be added. Command is 'carriage' (only at carriage stands).
- Also changed the level 5 deity spell from word of recall to cure critic due to the addition of the recall command.
- Reimplemented old(er) deity system. Please see the devote and deity command.
- Input on better spell lists for each deity is desired. Andrew Crawford's old code is still present, just commented out until it can be completed.
- Added the last command for imms to see who has logged on recently. Note: One may still search for a specific player using the last command. If no name is specified it will list the last 20 logins.
2014
- The rent system has been modified. We have added a free rent option using the command 'frent'. This will allow you to rent indefinitely, saving all your items as the old 'ltrent' command did, except for free.
- The rent command now works as above, except you will gain 'rested exp' which gives you an experience bonus for a time, depending on how long you were rented. (Capped at 48 hours).
- All characters also have the option of renting out in the wilderness, using the 'camp' command. This works the same as the frent command, except that it takes 30 seconds for you to complete the logout process. You must be in a wilderness room (outside) to be able to use this command. Rogues have the ability to do the same in inside and city rooms using the 'squat' command.
- We've added a 'recall' command, usable only outside of combat, with a cooldown, giving you a free recall to your last rent/camp/squat location. The recall command, once used, will only take effect after remaining in the same room, and not fighting, for 30 seconds. You can use the 'affects' command to see whether your recall cooldown has expired or not.
- Added autoloot and autogold.
- Added first aid skill.
- Fixed a crash that occured when people would make a spelling mistake or typo when casting a spell.
- Fixed a bug with devote command, where devoting to certain deities did not take effect.
- Adjusted the level process so that hp and move gains are now a static amount instead of a random amount.
- Added the 'relevel' command so that people with existing characters can benefit from the static hp and move amounts when levelling.
- Reduced cooldowns on all bard songs.