Patch History

  • -=*=- PERILOUS REALMS -=*=-

    *MESSAGE* *OF* *THE* *DAY*
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    ***RECENT DEVELOPMENTS***

    September 24, 2017
    - Nerfed brown items in "All things brown" shop. This was made due to them being
    stronger than the things that loads in abyss.

    September 19, 2017
    - Made browse command support boots 2.boots 3.boots etc. for eassier browsing.
    It now works in line with other commands that supports this.
    - Made items you buy in shops show rarity colors.

    September 13, 2017
    - Upped regen rates a little bit more.
    - Fixed a bug where exp wasn't distributed as written in the mobfile.
    - Made a new more flexible remort system for self remorting. To find out
    more go to an altar where you previously remorted and type: remort

    September 5, 2017
    - Regen when resting has been enhanced for levels 1 to 100. Use this in combi-
    nation with the high regen newbie zones to lessen your starting downtime.

    September 2, 2017
    - Newbie zones of the Chessboard and Carnival have been set with high regen
    flags. Resting in any room in these zones acts like resting in the Bounce
    Room.

    August 30, 2017
    - To adress downtime the following changes has been made and they are also
    subject to change depending on how this plays out.

    - Increased regen rates for HP,Mana,Power and Moves
    - Doubled regen rates while resting. Resting is now the most effective way to
    regen back to full. This change is made to promote chatting while
    regenerating.

    August 26, 2017
    - Maisy removed.
    - Drops in Skexie doubled - feedback appreciated.
    - Working on a new area that has yet to be linked (a tad overzealous in the
    previous announcement by Bunta.)

    April 30, 2017
    - All healing candy has been removed from the game. Healing candy on all your
    toons will be removed. This is in light of money being restored to pre-wipe
    levels and as part of our compensation:
    - A new cave structure has been discovered near the Myconoid Caves! Please
    explore carefully and report any bugs to Nitemare.
    Thanks to the usual suspects for their awesome work here. And Mogue for some
    valued input!

    Please note that the world is still under going changes that will effect game
    play. This is not an attack on your gaming experience. If you have a genuine
    issue please raise with Countess.

    March 27, 2017
    - Exp loss when fleeing / dying has been reverted to what it was before.

    March 23, 2017
    - Gold on every mob has been restored to what it was pre nerf. Enjoy !!
    - Melee damage to head has been upped slightly.

    March 18, 2017
    - A new shop has opened in Midgard Shopping Centre called "All things in Brown".
    Here you can find a selection of objects from all around the world. The
    proprietor, Mister Peacock, has added his own unique touch to the items. All
    will become clear when you visit him.
    A second shop, "Children's Toys", is in development and will open soon.

    March 17, 2017
    - All items can no longer be worn in the "light" position. Only valid light
    sources can now be equipped in that slot.

    March 5, 2017
    - Infirm costs lowered a bit, still subject to change ... please give feedback.
    - Poison is now removed if you die.
    - Practice gains are now reverted to what it was before the change entirely.
    - Max exist added to snacks (Kit Kat bars etc.)
    - Snacks now disintegrate upon rent or exiting the game.

    January 10, 2017
    - Updated Cleric so that flash heal and faith heal are no so expensive to
    practice. It will still be costly, so save your pennies!
    - Removed the last traces of Clan House links from all areas. This will be a
    permanent thing, the houses will not return. We plan on replacing them later
    in the year with a set of houses, mansions, hovels, sheds, caves etc. that
    you will be able to rent for a monthly (REAL TIME) fee that will be taken
    direct from your player bank accounts in gold. The cost of the accommodation
    will reflect the lavishness of the home, the number of storage items it will
    contain and so on. Watch this space for more news on that. Because some of
    you have an attachment to the clan rooms themselves I have not deleted them
    from file, so they are not gone forever and will exist as archived areas. If
    you find one in game that I missed please let me know, I will reward you!
    - Updated Drow a lot. The zone was heavily buffed to be inline with the old
    world which sadly made it far too dangerous for everyone regardless of level
    without having any real decent equipment for you to collect. The zone has
    been set back to a simile of it's original level, but I have added a few
    extras because I plan on expanding the area later. This should be apparent in
    the new mobs and lots and lots of expanded loot you can find there. Area is
    set for around LOW to HIGH levels. Just be careful, and remember that the
    Mortician west of the fountain will be happy to take your business. For a
    fee.
    I will apologise to everyone who knows this zone well, I have changed some
    room links. I HATE illogical links that exist for no reason and this area has
    bugged me for years. However, I very much you enjoy the zone once you get
    done reading this extended monologue.
    - New social command 'tmi' added. Enjoy!
    - Fixed the named Shire mobs appearing twice. Thanks Pix for pointing out the
    bug.
    - Abyss zone updated with new load rates
    - Ambush zone updated with new load rates
    - Heart of Darkness zone updated with new load rates

    January 3, 2017
    - I have updated Greece with the new load rate idea. I noticed some eq in the
    files was never loading so that should also be working. I've made a few
    tweaks here and there to surprise you. Report any issues or be set to level 1
    by your very emo asst. imp.
    - Updated Pyramid zone with new load rate idea. Also in this area I have fixed
    the treasure room you couldn't exit from and over time caused all the mobs in
    the area to congregate like it was a townhall meeting. Also fixed all the
    typos in the area and fixed the Inner Sarcophagus so that it can be looted.

    January 2, 2017
    - The holiday's are over, and Christmas Land has been closed! Christmas Land
    will return in 11 months time and the next holiday land will be Easter Land!
    Happy New Year to one and all, love Millie and Bunta xoxo
    - A new shop, 'Alchemy Amalgam's' has opened on the site of the old 'The Happy
    Fletcher' shop on Dark Lane, just off Iron Road. Here Silverfish, a very
    successful alchemist from OldPort has set up home to sell his fabulous wares.
    Directions from the fountain are: go u 5w 11s 3e s alchemist.
    Inline with this new addition, all potions have removed from Zifnab who will
    only be selling scrolls and wands from now on. I will be added new scrolls
    and potions as I go, so please, if you have a suggestion mudmail me.
    - New actions 'Wedgie' and 'Milk' added. Thank you Zurt for the Milk action.
    Bunta will be having lots of fun using it on you.
    - Added more scrolls to Zifnab's and repriced the fly potion. The potions last a
    short while longer than the M&M's from the candy shop, so I have made the cost
    of them a little more than the candy but not so much that they will never ever
    sell... I hope.
    - Updated Chessboard with new load rate idea. Please provide feedback. I hope to
    implement this across the world if you approve it. But if you don't provide
    feedback we won't know and things will remain as they are. That's "feedback",
    not "whinging like a little girl."
    - Added names of spells to the chocolate names in the candy shop in Midgard.
    You can now see what the item spells are in 'list' and you can also buy them
    based on their spell named. For example, 'buy fly'.
    - Made potions sold in centaur a lot cheaper. However, I have also added the
    nodrop flag to them. I have done this to balance the cut in price from around
    800k to around 200k depending on your charisma. I have also removed the max
    per player flag on these potions so if you can afford it, you can stock up on
    as many as you can carry.
    - The One Ring has been set so that there is a maximum of one in the game at
    any one time. The Ringwraith has also been given a buff so that it will hunt
    whomever possesses the ring with more efficiency. I suggest you beware of
    this and take precautions. Hiding in the bounce room with the ring will NOT
    save you.
    - Max per player carry limit for Fire Ales has been removed. These potions have
    also been given the nodrop flag.

    December 19, 2016
    - Made modifications to pracs gained per level, please advise me on changes.
    You gain the most pracs from level 1-99, so some of you wont notice this
    a lot before your first remort.

    It is envisaged that you will get to 499 without being able to practice
    every skill available to you. This is done on purpose so that later we can
    introduce a remort option for increasing the number of practices you get.
    We also have more ideas in the pipeline that relate to this.

    December 16, 2016
    - Negative stats should now apply correctly
    - Fixed bug where you got no exp if you had a charmie which got the kill

    December 13, 2016
    - Ppl can now give corpses containing no drops

    December 10, 2016
    - Followers do no longer show up as busy all the time when ordering them.
    - Chest next to enchanter in tower is now junkable.
    - Hopefully fixed bug with negative stats, please be vigilant on out of order
    player stats and report to Bunta or Millie.

    December 9, 2016
    - Following repeated violence towards entertainers and consumers alike, the
    carnival is pleased to announce a new guard that will be helping to maintain
    some level of peace by performing checks at the entrance. Haha!

    - Fixed so you can now give containers that contain unbound nodrops to others.
    - Remort cost has been dropped to 15mil gold. This is subject to change depending
    on how we see the economy develop.
    - Negative stats on gear now works properly and deduces from your stats.

    December 8, 2016
    - NODROP items can now be put inside containers. While nodrops are in the containers
    you should be restricted from dropping or giving the containers away. If you find
    any ways around this please report it as soon as possible to Bunta or Millie.

    December 7, 2016
    - A notorious pirate ship, The Reaper, has docked at Midgard!

    This area is not aimed at newbies. You have been warned.

    - A map of Midgard has been created by Millie. This will be the only official
    map of the town. Please talk to Millie to obtain a copy prior to it being
    hosted on the website.

    - Items now disintegrates properly upon renting / exiting the game.
    - You can no longer deposit items that are trash or disintegrate into your bank.


    December 4, 2016
    - XmasLand is linked and in game. This time it can be found attached somewhere
    in the Mushroom Kingdom. As previously reported, there is a new mob for this
    year. The evil elf bunny will be glad to slay you to stop you stealing his
    lovely gifts. If you have any complaints, feel free to pass them on to some-
    one who cares. Love, Millie and Bunta.

    - A Christmas tree has been decorated in fountain. Do not even think about
    taking from the tree, you may add to it tho :)

    *Thieves will be slayed and robbed*

    We will all loot the tree and share the gifts on 25th and 26th December.

    November 25, 2016
    - No class can cast spells when their alignment shifts too much

    November 25, 2016
    - Fixed Shammy the Shopkeeper in Shire. He no longer sells thing that he was
    never designed to sell. Thanks Pixilator for pointing it out and for turning
    down a free gift.
    - Raised input length of gossip, auction, say and other commands where you have
    some form of input.
    - Added colors for losing sanc to better see when it happens.
    - Modified exp curves for lower levels. Areas like mushroom should now give
    better rewards in experience.

    November 25, 2016
    - Players below level 40 are now blessed with not losing experience upon death.
    - Tweaked experience loss in general. It is now harsher to die on higher level
    while less harsh on lower.

    November 24, 2016
    - New actions willy, flurbert, roll, thumb and joke added. Not that you deserve
    them!
    - XmasLand has been unlinked from the game. It will reopen December 1st and will
    close again December 31st. Each year from now on a new mob will wander the
    town carrying a present unique for the year. This years unique mob will be
    announced on the day of release.
    - Modified heroes feast a little, now it will cost an additional 10 mana for
    every player in the room.
    - Fixed bank deposit bug, you may now use deposit normally again.
    - Attack speed penalty for exhaustion only applies to players over level 75.

    November 22, 2016
    - Added attack speed penalty when you are exhausted.
    - Removed feature that made stationary mobs who were moved out of position
    by example: summon, charm, automatically run back to its original room.
    - Added colors to rescue command to eassier see when gettin rescued or rescuing.
    - Updated greece equipment some more. Added some new shinies to find !
    - You can now recite identify scrolls on dusts/corpses etc. containing NODROPs.
    - Possibly located bug related to bank lists and crashes.

    *** If you haven't had your account FIXED please contact Bunta asap. ***

    November 21, 2016
    - New Spell: 'heroes feast' Fills up the bellies and moves of everyone in the
    party. Classes: Cleric, Templar, Scholar ... so far. More might be added !
    - Changed resists slightly, you now have a chance to calm mobs that are higher
    level than you are.
    - New action nom added. For me more than you. Ungrateful lot.

    November 20, 2016
    - Made examine identify items with a quality lesser than green.
    - You now have to eat and drink a little less often.
    - Metal has a reduced effect on making power casters warp spells.

    November 19, 2016
    - Fixed issue with players not being able to login for some reason.
    - Possibly fixed issue with "renaming" that some ppl have experienced.
    - Moria level 2 made slightly harder.
    - Made Sanctuary spell slightly stronger.
    - Rebalanced abyss to be more in line with previous world. Check it out at your
    own peril ;)
    - Made skexie a little eassier, mainly the named ones.
    - Made everyone hit a little hader, its now more inline with old pr.
    - Identify part done by examine and describe has been removed. You now need to
    buy a scroll of identify at Zifnab's or elsewhere to see stats on an item.
    - Updated Greece mobs to be more inline with previous world.
    - Updated infirm costs. It is now a little bit cheaper than it was before.
    - Updated load rates in alot of areas.

    November 17, 2016
    - Fixed issue with not being able to loot back gold that was stolen by thieves.

    November 15, 2016
    - New actions added: quiz and phobia. Thanks to Pixilator for the quiz idea,
    and me for phobia. It IS acceptable I thank myself, right?
    - Fixed issue in Mistamere where you could not pick up the chest in the bandit
    room.
    - Heart of Darkness zone has been updated. We hope you have lots of fun in
    there. Watch out for Beelzebub Junior, he likes to play games with you.

    - Addressed issue where HP regen wasn't in line with con values. Thanks Korber
    for finding and reporting this !
    - Enemies affected by bash will now take slightly more damage while fighting
    on their ass :)
    - Upon request - added colours to casting, the colors are subject to change.
    Not sure what fits the best yet.

    November 14, 2016
    - Fixed a small issue in Castle Mistamere. The zone is now as was intended.
    First person to explore under the trapdoor and report back the strange
    happenings gets a round of applause.

    - Elsie Mae, Herbalist, has taken up residence in the old, disused Herbalist
    shop on the NE stretch of Circle Way. From above the fountain go 6s se
    herbalist to get all your alchemy fixes. Mixing potions is dangerous, and
    will require research, but the results can be awesome. Have fun!

    Please use HELP ALCHEMY for syntax. And remember you QUAFF a potion, you
    do not drink it.

    November 13, 2016
    - Updated Canticle zone. It now reflects the standard newbie/low level area
    template. Please feel free to explore it.

    - New social actions added: Tip, Polka, Tango, Oscar and Flop. Polka and Flop
    have been in the game unofficially for a few months, so you may have noticed
    them already. FYI this is what I do when I am bored.

    - Fixed seaweed. This is no longer OP.

    November 11, 2016
    - Maisy, a chocolatier, has just opened a store near the museum in place of
    the old Small Arms Shoppe. From above the fountain go 3w shoppe to get your
    sugar fixes :)

    - All shops now buy everything. They still have different rates, but they at
    least accept everything :)

    ***** THE PURGE *****

    November 10, 2016
    - After alot of hard work, we now believe the world is balanced enough to start
    again.

    - All players and accounts have been deleted. Anything you once had was lost in
    the disk crash a few weeks ago. We hope that you enjoy the world as it is now
    and have a lot of fun and adventurous times in a game that we all cherish and
    love!

    - Most of the changes can be read below



    ***** BIG CHANGES *****

    November 9th 2016
    - There is now a tanner in the leather shop SE of the market plaza. The Armourer
    and Weaponsmith in Midgard have been given all new stock. Be sure to check out
    those shops.

    November 8th 2016
    - Removed sneak and hide from showing up in attributes. There is a reason some
    classes sneak better than others. It also adds abit of excitement to not know.

    - Thanks Bannon ! He found a game breaking error with armor distribution which is
    now corrected.

    - Armor spell has been made to add AC everywhere, aswell as stopping. Booth scale
    with remort count. So as you gain remorts armor and other spells become stronger.

    - Alot of other zones has been balanced and redone.

    - Zones Castle Python and Castle Mistamere have been updated inline with other
    newbie and low range zones. They do include new mobs and eq. Explore at your
    peril.

    - New stat: Spell Vamp (Makes you gain some HP back when damaging mobs with
    spells)

    - Objects will now get purged from game once sold to a shopkeeper rather than
    staying in inventory and being put for sale again.
    - NODROP items are now sellable to vendors

    - New command: browse
    - This command allows you to browse specific items at a shopkeeper

    - Added new Shopkeepers se,sw,ne,nw from fountain. Here you may find alot of items
    to help you start your adventures in the realms !

    - Added rarity colors to shops
    - Modified how fast attacks_per_prompt increases, it is now more inline with older PR
    - Modified gold gains. It now varies a little even on the same mob
    - New stat for items: Spell Haste (Decreases the wait time to cast a spell)
    - Improved weapon spells for all classes. However Cleric, Mage and Wizard benefits the most
    - Most of Greece mobs reverted to how they were originally. Greece is now easier
    - Most of Skexie mobs reverted to how they were originally. Skexie is now easier
    - New config -> keywords

    - Minor changes to gain, high constituon now plays a bigger role in wether
    you will max out on HP or not.

    - Aim location head no longer default

    - Added new stats to items
    - Life steal (Makes you gain a % of the damage you deal each hit as health)
    - Melee haste (Makes you hit faster, 1 stat = 1% attack speed)
    - All Penetration (For spell casters, penetrates all resistances)

    - Raised stats for all characters
    The idea behind this is to make gear and spells that grant stat bonuses beneficial again
    - Str from 30 -> 50
    - Dex from 25 -> 40
    - Int from 25 -> 40
    - Wis from 25 -> 40
    - Con from 25 -> 40

    - Alot of other changes and minor tweaks to help make better world

    * If you have any complaints or find any bugs etc. Please speak to the crew !

    - Updated most zones in the game. It is now more in line with what is considered
    to be balanced in the world. Almost all items in the world have been updated.
    The gear on your characters and banks have all been updated with the new stats
    that these changes brings.
    ** Some items may have been deleted, contact the immortals with any problems **

    - Changed Max hitpoints for each class


    October 28, 2015
    - Made sunder armor work alot more often as is intended.
    - Almost removed purging of characters and accounts. (20 year purge time)
    - Made execute skill work alot more ofter. It now relies heavily upon remort count.
    Warriors with 2 or less remorts will have about same success ratio as today. But
    when you get more than that it will start working on most mobs!
    October 10, 2015
    - Group command displays members location
    January 30, 2013
    - For the clerics. CACAODEMON six mob has been buffed. //sorry for previous typo
    January 20, 2013
    - A new creature has been spotted in the graveyard close to Midgard! Something even more
    deadly than the Dread!!

    **Thanks to Thrash and Bobby for their hard work on this!**

    Please report any issues directly to Millie. Items and stats are subject to change based
    on feedback.

    January 20, 2013
    I have downgraped the Shield of Darkfire. This item has good resistance to fire but no
    longer offers immunity. Those of you with existing Darkfire Shields may keep them but I
    may call for you to swap them in later in the year. If I do so you will be compensated.

    All other items offering immunity have also been downgraped.

    January 19, 2013
    - Millie is now in charge of building activities on PR. If you want to build or have ideas
    or just generally need something please mail: prmillie72@gmail.com

    December 6, 2012
    - Made it optional for players to use food and water. Check your config command for more info.
    November 28, 2012
    - Added weapon types that are restricted to dualwield only, these are slightly stronger in dmg
    and also support weapon spells.
    November 11, 2012
    - Did some changes to dual wield, it is now slightly stronger. You recieve the stats from your
    equipped held weapon too. Also added a small bonus to rangers for dual wielding.

    October 10, 2012
    - Mana users can now cast even when align is off, same as power users.
    - Fixed bug that causes Dorf items to disappear when drinking.
    - Bard hits up to 4.5 to make them somewhat attractive !
    - Scholar has 3 hits again
    September 24, 2012
    - A bug with warp weapon was discovered by Sabor. It was briefly removed from the game until
    tests could be done to make sure it wouldn't crash the game. PR seems to be back to her
    glorious stable self. Thanks to Sabor and to the players for your patience during this time.

    Please report any bugs and or suggestions to Brimstone.

    August 30, 2012
    - More quest tokens have been added to the game economy. Good hunting!
    - A minor bug fix was made to ensure that the cleric class gets 3* as outlined in the MOTD
    dated 10/11/2011. Thanks to Medic for bringing this to our attention. *UPDATE*
    The 3* was removed earlier by Bunta for balance reasons, they have been reset per his
    request.

    Please report any bugs and or suggestions to Brimstone.

    August 28, 2012
    - Tweak to the levels command, typing levels without anything else will display the experience
    requirements for the next three levels for the character typing the command. The command
    still functions as a means to check a full range of levels as well. Thanks to Tygen for the
    idea.
    - Balance adjustments made to Ershteep, to make it more in line with the ratio of challenge/experience
    that is seen throughout the game. Recommended level range should be 50 - 100.
    - Fixed a bug that prevented Khull from responding to certain phrases.

    Please report any bugs and or suggestions to Brimstone.

    August 26, 2012
    - Fixed a minor bug in which equipment damaged by spells would would show the mud game time as
    opposed to the proper damage message. Thanks goes to Medic for finding and documenting this.

    August 24, 2012
    - Quest Tokens have been added to mobs throughout the game, all on various load rates. The goal
    with this is to encourage players to use of all of the game's areas, and to give the occassional
    bonus for killing that really big mob. Please report any issue or suggestions for this change
    to Brimstone or Taank.

    August 22, 2012
    - Bug fix to the Mirror spell now when cast the replica has the name and title of its creator.

    August 21, 2012
    - Minor Tweak made to Corrosive Spray, based on feedback - Thanks Lohr.

    All feedback is greatly appreciated, please continue submitting bugs and suggestions to Brimstone.

    August 20, 2012
    - Adjustment made to Vital Attack and Ninja Fu. Now Ninja's will only benefit from one immobilizing
    attack at a time. Damage bonus' will be fully issued, however completely disabling a mob and
    preventing it from attacking has been removed. Thanks to Taank for testing.

    Please report any bugs and or suggestions to Brimstone.

    August 16, 2012
    - Large adjustments made to Tagol, fixing typos, more mobs, more shops, in an attempt to make
    it more of a functioning city like Midgard.

    Please report any bugs and or suggestions to Brimstone.

    August 14, 2012
    - Minot tweaks and adjustments to the Mortician, Midgard Historian, and Banzif.

    Please report any bugs and or suggestions to Brimstone.

    August 12, 2012
    - As mentioned previously Banzif has had a change of heart and is now offering his super special
    potions, and insurance tokens to the general public. Prices for each item are in quest points,
    as quest points and quest tokens are introduced into the game Banzif's prices will be adjusted
    until a nice balance is found.

    Please report any bugs and or suggestions to Brimstone.

    August 8, 2012
    - The Midgard historian society is looking to acquire as many quest tokens as possible. They
    have now assigned a member of their organization to be stationed at the Midgard museum to trade
    quest point currency in exchange for these unique and special items.

    I have made this available now, so that you can start stocking up on quest points. Banzif shall
    be offering his rare and unique items to the public for the first time in 20 years, starting
    next week. However, he will only be accepting quest point as payment, as the jerk is already
    filthy rich!

    Please report any bugs and or suggestions to Brimstone.

    August 7, 2012
    - You are now able to remortalize your character without intervention from the immortals. This
    provision is made available at each altar in Midgaard (Good, Neutral, Evil), merely proceed
    to the altar of your alignment and type list.

    Please report any bugs and or suggestions to Brimstone.

    July 31, 2012
    - Plane of Frogs in DHH made noportal because its currently too easy for classes with portal.
    June 27, 2012
    - experimental change so please test and give feedback to Countess and Bunta
    - made spell power lower target resist significantly in exchange resist mitigates damage
    - added the possiblity of significant increases in damage especially against weak resists (spell crits)

    June 26, 2012
    - added color to higher melee damage messages
    - colored magic damage messages yellow
    - added a descriptive words in () to indicate how damaging a spell is similar to oblit/ani/decimate/etc

    June 12, 2012
    - Alot of area updates around the world. Mobs and Gear has been added or modified in the following area.

    Terberthia
    Dark Horn Hill / Inside DHH
    Eye of Terror
    Graveyard
    Greece

    *** Thanks alot Soren ***

    - Shimmer spell has been fixed for wizards. It now gives u the same effect as sneak, other than players
    still see u appear in the room. However, mobs wont hit you while shimmer is active.

    June 05, 2012

    =------= Congratulations to Bunta =------=

    You have gained a level!

    You are now Implementor

    You have done a great job learning to code and implement features for PR and filling in for me as real life
    has made its demands on me.

    Just to be clear I am staying around and will continue to mentor Bunta and the assistant imps and work
    towards making PR better and better. I will code when I can as well.

    Ancanzar and I both serve the roll of owners of the mud.

    Countess

    June 02, 2012
    - Mage classes updated, all from pure mage/wiz to 3class such as sohei.
    - Vitality spell should now be useful again. With clerics being strongest
    May 31, 2012
    - Move lagg further fixed, works alot nicer now. Might still run into some issues, thanks for all reports!
    May 28, 2012
    - Nasis revamped, about same difficulty level as Abyss / Dark forest.

    * The pillars of anarchy have lost their beloved chalice, the warmth and light to the city. An evil
    force, worse than what already exists in this place has found a way into its bowels. The residents
    under Nasis have risen up to the challenge and so trained hard and gained strength to search for
    the chalice and return it to its pedestal.

    May 25, 2012
    - Minor tweaks to correct spelling and grammar for spells.
    May 21, 2012
    - Added new config option to display timestamps on channels: Gossip, Auction and Tells
    Type "config" inside the game for usage.
    May 20, 2012
    - Exhaust lagg will now take account for followers that are out of moves and slow down the whole party to avoid massive lagg
    being built up on the person with -moves.
    - Added armor penetration / the various spell penetration and spell power to have a chance as stats on mutated items.
    May 18, 2012
    - Made the number of times u have remorted show in "score"
    - Added "trident" to the Ninja profiency
    - Added spell power to Dark Horn Hill
    May 15, 2012
    - Fixed the bug where chosen players gets looted by mobs almost instantly. Gear on chosen will now be treated like
    any other gear by mobs.
    May 11, 2012
    - You now have to be chosen to loot a chosen player :)
    May 10, 2012
    - You may have noticed that we've changed the welcome screen with different text. This was done to help guide new
    players to the main menu to begin. Please note that this change does not affect your ability to login from the
    welcome screen.
    - The finger command has been changed to info. This was done mainly to update the command and provide a more proper
    name for it.
    May 5, 2012
    - Added spell power to High Tower of Sorcery and a few other zones.
    May 4, 2012
    - If you have any suggestions for areas / items in need of new stats. (armor penetration, spell power, spell penetration)
    Please mudmail / talk to Bunta.
    - If you have any test gear for spell power, ie. Desmonator, Countess ring of Power. Please junk these, I do not want to see
    them roaming around a few months from now. Thanks
    May 3, 2012
    - Added spell power to alot of areas/objects around the world, booth low and high level zones. I still have a few left to fix!

    April 14th, 2012
    -New Stats !!
    - Armor Penetration - ignores stopping based on how much penetration u stacked, raises ur dmg.
    - Spell Penetration - ignores resistances based on how much penetration, makes it eassier to land spells.
    - Spell Power - Overall stat for any caster to collect. This increases the power of all types of spells for friendly and foe.
    - Melee haste - This was already imped, however we should now start distributing this on gear.
    - Spell haste - coming soon!

    - Modifications to the "attributes" command. It will now show you Resist / Penetration. In case you are
    looking for where the spell penetration shows up. Rest should be obvious.

    - Small fixes to armor distribution. You will always aim for head automatically unless otherwise specified.

    - I'm gonna need everybodys help to tune these stats so that they fit, so please report anything strange or
    questionable about this patch to any Imp.
    I'm pretty sure we will find quite a few spells that don't yet account for spell power, please report
    those asap!

    - On the horizon...Melee Crit and Spell Crit. I want to make these into actual stats that you can collect.
    (We have no spell crit today at all)

    - Happy Mudding!

    February 28th, 2012
    - Minor tweaks to game punctuation, hopefully you'll notice some annoyances gone away with.
    - In an effort to further make your game time here more about playing and less about waiting.
    Greater Gods are now able to help you through the entire remortalize.

    If you happen to notice typos, bad punctuation, or anything annoying like that, please report
    them to Brimstone so we can get it fixed.

    January 30, 2012
    - Alot of updates and balance changes to Dark Horn Hill. Aswell as some new things.
    - Kyoto has been given alot of work these past few days. Feel free to wander around
    and see what new adventures u might find there :)
    January 20, 2012
    - Blue Slaad in Dark Horn Hill has been made easier.
    - This is a temporary change and he will be balanced over the next few days
    to achieve our design goals to maximize both challenge and player enjoyment
    - Improvements to the practice command
    - all skills/spells now show required prerequisites
    - If you attempt to practice a spell or skill that has a missing prerequististe it
    will now tell you what you need
    January 17, 2012

    ---New Zone, Dark Horn Hill---

    A mysterious foggy bog has been spotted by the residents of the Swamps of Amnos. They
    report seeing a gigantic hill and strange blue-skinned lizard folk.

    Dark Horn Hill is now open for your enjoyment. It has been designed to be a challenge
    for levels 400 to 500. Please report any issues to Millie, Bunta or Mahakala.

    Thanks to all the imms for play testing!

    December 18, 2011
    - Improved redit to better handle prototype rooms.
    Do help redit or help red_proto for more info.
    - Improved rstat to display prototype info
    December 17, 2011
    - Fixed wilderness maps
    - cleaned up map for Lucenia and surrounding area
    December 15, 2011
    - Fixed a number of small bugs with the Zombie code.
    - Over the last few weeks small sections of numeric punctuation
    have been added to the game. We hope its as easy on your eyes
    as it is ours.
    - Fixed a number of bugs with the shop code.
    - Fixed a number of null/wrong messages associated with spell damage
    when fighting casting mobs. Thanks to Thrash for testing!
    We are making a solid effort to refine pr further. If you find anything
    that can be improved upon please mudmail Bunta or Brimstone.
    November 29, 2011
    - Fixed a crasher and some other bugs with clans
    - Newbies can no longer be PKed
    November 23, 2011
    - fixed bad bug that made builders unable to read their zones
    November 21, 2011
    - Map Cleanup: Xmasland and Swamp of Amos
    November 19, 2011
    - Implemented improved and more colorful map
    - this is experimental so please give feedback on both the functionality
    and the color scheme.
    - I am working on improving the display of diagonal passages
    - Added an overview map that shows a larger area at more detail
    do MAP OVERVIEW to see it
    - cleaned up some zones like Abyss, Fortrum Wilderness, Desert, Pillars to
    work nicely with the new map
    November 9, 2011
    - Added help topic for colors and ansi
    - Please exercise restraint in using this feature or it will have
    its use by players restricted
    - Internal improvements to color code in order to improve the map further
    Please report any anomalies
    November 7, 2011
    - Improvements to map
    - You are now marked with an S
    - changed coloring to be based on sector type
    - made map larger
    - MORE improvements coming including
    - show party members and nearby mobs
    - Made the go command run in brief mode and suppress mob details
    - Made the game by default show you long descriptions in a room
    You can turn this off by doing CONFIG SHORTLOOK
    - Increased energy drain protection timer to 30 mins
    - Even more under the cover changes
    - cleaned up inconsistencies in how names were used internally for
    players vs mobs. PLEASE REPORT any odd naming issues you see
    - Improved immortal commands pstat, mstat to show namelist
    - Modified set to let you set the name list of a mob or char
    - A lot of under the covers stuff for the new spell system
    - Renamed 1 resist and added 2 other new ones (Water and Light)
    - Energy resist is now known as darkness
    - The whole list now looks like this:

    Resistances (Good: High):
    Fire: 170 Cold: 165
    Elec: 170 Water: 155
    Acid: 155 Poison: 220
    Force: 191 Magic: 205
    Light: 155 Dark: 155

    The resists in opposite columns will be considered opposites where appropriate

    November 5, 2011
    - Updated the fail-mechanism for barb quaffs. It's abit harsh to players
    starting out with poor stats. But as you remort and get your Intelligence
    AND Wisdom up to 25 you will notice a much higher success rate than today.
    October 31, 2011
    *** Classes Renamed ***
    - Thief is now Rogue. It will fit our vision for this class alot better.
    - Rogue is now Swashbuckler. A hybrid between Thief / Rogue. Stay tuned.

    - New Spell: Haste
    - Speeds up the hits-per-prompt for a friend or foe.
    - Classes: Mage, Illusionist, Powermonger, Warlock
    - New Spell: Ineptitude
    - Works like weakness but affects dexterity instead of strength.
    - Classes: Rogue, Ninja, Swashbuckler, Reaver, Dragoon, Scout, Assassin

    - As you may have noticed, some of the classes lost sunder armor. This is
    due to us deciding to give each and every class something special. Similar
    to what Warrior has gotten.

    October 30, 2011
    - Improved blacksmith repair to repair weapons also (repair 3 does it too)

    - NOTE to players. We are going through some further rebalancing of existing
    buffs in order to make room for various new ones like haste/resist debuffs/
    mob slow/etc. This may cause some increases in mob DPS as well as increases in
    your DPS vs mob. Our goal is not to nerf but to rebalance the mobs as well.
    Please report any changes in difficulty so Bunta can retune the mobs.

    Sorry to be making disruptive changes but these are necessary for a well
    functioning buff system.

    If you feel your class has been impacted please talk to me personally as
    this is not our goal to screw over any class.

    October 29, 2011
    - Fixed some bugs with bottomless kegs including them going to negative weight
    - Fixed bug that made sanc randomly either do nothing or give you 100 stopping
    - Improvements to strike command
    - Strike can now do different amounts of damage depending on how good a roll you get
    - If you land a really good strike it may make additional strikes easier
    - Added colored messages to indicate the quality of the strike
    NOTE: this may be adjusted depending on if it is too strong or week.
    Please give feedback
    - Adjusted how sanc bonuses are calculated for Paladins and Clerics
    October 24, 2011
    - added MAKELEADER command to let the leader of a group choose a new leader
    October 21, 2011
    - New Skill: Execute - executes mobs at low health. For big bosses it's
    a great ability to use at the late stages of the fight.
    - Classes: Warrior,Avenger,Cavalier
    - New Skill: Sunder Armor - reduces your opponents stopping for a period of time
    - If already affected by sunder a new sunder will extend the duration and may
    modify the effect for the better
    - Classes: Warrior,Barbarian,Warder,Mercenary,Thief,Brigand,Avenger,Cavalier
    - Test the skills out and report to Bunta or Count so we can tune it.
    - Improved arena a bit
    - Imms can set a pot amount or by default it will be the equivalent entry fee of one
    highest level player
    - It will now display the current pot
    - If you end in a draw you now get a consolation prize
    October 12, 2011
    - Vespa now properly shows all the stats as intended
    - Fixed energy drain issues when fighting uber mobs so you don't lose 50 or 100 levels
    - When energy drain lands on you you get an effect called energy drain protection
    - Energy drain protection works as follows (subject to change in the future)
    - Start at a base of 5%
    - each time you are energy drained it rises 5% to a cap of 100%
    - this limits your max energy drain to 20 levels
    - this effect lasts up to 10 minutes and is stripped if you die
    October 11, 2011
    - fixed bug with item mutation that was giving a different name than the effect
    for example a pair of wasp wings of true-seeing was actually vitality
    - Fixed Dorf shouting proc to actually summon help as originally intended
    October 10, 2011
    - items with fire immune flags bypass fireshield
    - added an armor rating to the examine command. This should help you compare
    the quality of armors that are made of different materials.

    NOTE: The current formula is experimental and will be tweaked based on
    experimentation and your feedback.
    PLEASE let us know if any rating seem off compared to other items

    - fixed bugs with looted consented corpses and re-enabled that feature
    - improvements to auctions
    - you can now have up to 3 auctions
    - to set minimum bid on your other auctions do tell vespa min
    where index is the index of the auction in LIST
    October 9, 2011
    - improved help for the bank and auctioneer. You can now get help by typing HELP
    in the room

    *** Major New Feature ***
    Account Storage

    - The Midgard Bank is pleased to announce a new account storage system.
    This allows you to store items in account storage so you can share them with
    other characters on the same account.
    Note: This *includes* NODROP items!

    - The following commands are used to store and retrieve items
    ADEPOSIT deposit an item in shared account storage
    AWITHDRAW withdraw an item from shared account storage
    - The LIST command will now show both local and account storage
    - The account storage has a separate carry limit so you can keep 1 extra instance
    of a limit 1 item in that storage. You won't however be able to withdraw it
    if the character is at carry limit
    - You can now quit out safely in the bank

    *** please note ***

    If you encounter any bugs or lose items please contact an immortal and we will
    reimburse any items lost in account storage

    - There is a bug that allows you to loot items over the carry limit when
    it is in a corpse you are carrying. I have temporarily reverted the ability to
    loot a corpse that would take you over limit. This will be fixed soon.

    October 8, 2011
    - Auction house has now been re-opened for testing
    Please try it out and report issues/bugs/ideas to immortals@perilousrealms.com
    - you can now send vespa tells for some of her commands such as STAT and LIST
    - LIST command works for vespa
    - added object colors to the auction house
    - Fixed bugs and made improvements to Vespa
    October 7, 2011
    - Fixed issue with consented corpses. You can now pick up a player corpse
    that contain items that would otherwise put you over max.
    - You no longer need to use identify scrolls
    - To identify an item use the examine command
    - You can now describe an item to others in the room by typing
    DESCRIBE
    - To edit your character description the command is now DESCRIPTION
    - Made material and metal bonuses variable by slots that have metal in them
    rather than averaging the presence of metal in body, head, arms and legs

    For example if you had a steel breastplate and a leather helm, arms and legs.
    Previously the leather would lower your stopping bonus for your body.
    Now it only counts the presence of metal in the breastplate for the body location

    Overall this makes it easier to get a large stopping bonus on your body

    - This means that some slots will now have better stopping and others may get worse
    - If you want to get the strongest stopping bonus find stuff with the best metals
    adamantium > mithril > titanium > steel > iron and so forth
    - various other tweaks to stopping calculations

    *** these changes are experimental ***

    Please give feedback if anything has changed significantly let us know and we'll fix it

    October 6, 2011
    - Reworked material based stopping bonuses.
    Now more materials can give a stopping bonus not just iron and steel
    - Raised wimp cap to 1/3 max hp
    - You no longer need to puke to quaff a potion via the quaff command
    October 5, 2011
    - Further internal improvements to mob speeds
    - We have begun the process of rebalancing mob speeds.
    Bunta is working hard at getting this done as quickly as possible
    Please report any mobs that are too fast to him and we'll fix it ASAP
    The goal is to have bosses feel similar to what they were a month ago

    Thanks for your patience while we continue improving PR

    October 4, 2011
    - You can now have an item in the held slot while wielding a 2h weapon
    - Fixed rent regen rates
    - fixed additional timing issues. Room falling and the like should work now
    - Made go speedwalk have similar delay as movement from a client
    - Some balancing of class speed leveling rates due to the fact that you get
    fractional attacks per round now
    - Adjusted the way high dex affects attacks peed.
    Now going from 10 to 25 dex is similar to going from a 10 to 14 speed weapon

    *** NOTES ***
    *** these changes are experimental ***
    This is being done as the work to implement haste
    Please give feedback and we will rebalance as needed

    October 3, 2011
    - Fixed timing issues for weapon spells. They should now work as intended
    - weapons can no support more than 1 weapon spell
    - removed saving throws since they are obsolete
    - allow players to see # of attacks from att
    - bank storage is now free
    - increased storage in the bank
    October 2, 2011
    - Fixed a bug where damage reduction was based on the attacker's stats and
    not the victim's. Please report any imbalances in mobs that arise and
    we will adjust the mobs
    - Improved Barbarian stopping bonus to
    - Eliminated mob stopping bonus for warriors (this made people hit most bosses too soft)
    October 1, 2011
    *** significant upgrade to timing ***
    - I have re-implemented combat timing so that we can implement haste and slow.
    This also addresses various bugs that came up from my earlier attempt to change
    timing.
    - Moving through the world should be a bit faster
    - Weapon attack speeds now will go up in a smoother fashion as you level up
    - It is now possible to do 3/2 attacks per prompt or even 3*
    - It is also now possible to do go faster than 4*
    - pure thieves can get up to 5*
    - pure warriors, ninjas, reavers can do 4.5
    - clerics get 3*
    - THIS IS EXPERIMENTAL and subject to change.
    - please give feedback
    - Mobs can also attack faster than 4*. I have attempted to balance this
    so mobs are of similar difficulty as before. If you find any mob that seems too
    hard or too easy please report it and we WILL fix it.

    *** this IS NOT intended to be a NERF so report ISSUES! ***

    September 30, 2011
    - Initial timing tweaks needed to implement new spell/ability system
    The basic unit of time is now 1/10 of a second rather than 1/4 second
    A tick is now 60 seconds rather than 75
    Combat pulses should still be 3 seconds long

    *** please report any issues you encounter ***

    Here are some of the changes you will see for the new ability system.
    - timing changes (done)
    - new stats
    Name Description
    ---- -----------
    Spell Penetration Modifies target resist vs this caster
    Spell Power Scales the strength of effect
    Spell Duration Scales the duration of effect
    Spell Frequency Scales the frequency of effect (for damage/heal over time)
    Spell Speed Modifies the delay/cooldown of the effect
    Melee Speed Modifies the melee attack speed
    - implement items that modify these stats
    - implement Effects
    Effects are the foundation of the new ability system.
    They are similar to Affecting Spells but more flexible
    - implement Abilities (Spells)
    - implement books as a new mechanism to learn abilities
    - implement equipped melee spells
    Wizards and clerics will be allowed to equip certain spells much like a
    fighter can equip weapons. These spells will fire periodically during melee.
    Pure wizards and clerics will be able to equip more abilities than other classes.
    This will give them something similar to 4* for melees
    - implement disenchant and gems
    - implement wands/holy symbols to give casters a way to boost the power of their spells
    - implement taunt/agro management
    - balance abilities
    - migrate weapon spells to the new ability system
    - remove the old spell system
    - remove practice system (superseded by books)

    PS: It's nice to be back
    --Countess

    September 11, 2011
    - Modified Assassinate to be a bit better as follows:
    When you attempt to bingo a mob it will account for the mobs level/armor thickness. If you
    get a successful bingo you will always 1-shot the mob like assassinate is intended to do.
    However, there is also a chance that the mobs armor will resist your assassinate attempt
    and absorb half of the damage, causing you to do half the mobs HP in damage.
    This will make it a max of 2 assassinate on any mob in the game. Even if the attempt is
    absorbed. But the main thing is: You can now 1-shot big mobs again.

    I assume this will need some tweaking, so please report to Bunta or Count so we can set
    these numbers right.
    September 9, 2011
    - Modified heals that classes get below level 100 slightly, it should now be less delays
    if you bring a healer while levelling.
    September 7, 2011
    - Revamped Zone: The Shire
    Added a few more mobs, edited existing mobs, added quite a few items. This zone
    targets level 100-250 I'd say. A few mobs you can even kill as 400+ for decent exp.
    If you find any bugs/problems, or have any other suggestions please contact anyone
    of the imms as usual.

    ** Thanks alot Jesse. For your work in making the mobs and gear for the zone. **

    September 6, 2011
    - I buffed dual-wield very slightly. After going through this i found out that our main
    problem is that we don't have enough weapons with the dual-wield flag. It works very
    well when wielding 2*weapons with the dual-wield flag. We will work on adding a few
    more dual-wielders, and this issue should be resolved fairly quick.

    - Warrior bash practices have been fixed
    - The 'zones' command will no longer work if you are pk-flagged.
    - The 'beacon' spell will work in a more limited manner when pk-flagged.
    September 5, 2011
    - Decreased infirm cost for barbs slightly.
    September 4, 2011
    - Upped gold on the named bosses in Terberthia, this should now be a decent gold farming zone.
    - Harm / Full harm has gotten a revamp, more scholar and cleric buffs yay!
    It scales with how much mana you have, full mana = most damage, lesser mana lesser damage
    and so on :)

    - Mages, I will begin working on your spells this week, i actually thought harm was a mage spell
    as i started this revamp hehe :)
    September 3, 2011
    - New spell: Flash heal -high level scholar/cleric heal.
    (heals big and fast but cost alot of mana)

    September 1, 2011
    - New skill for Warrior and Avenger: doorbash
    - Recharger skill: reduced cooldown until it can be reused on the same player, also increased
    the level gap required for the spell to work. Remort count will also have an effect on how
    often you can recharge.

    - Assassinate set to 52k fixed damage(2 assassiante for wasp king for example)

    August 31, 2011
    - Heals should now be useful again. I made them scale with level and some other
    stats which should make a difference for now. If you find any bugs, or if it
    seems unbalanced/overpowered please contact one of the imms.

    - What i've done is basically have 'heal/full heal' being castable while in combat,
    mystic heal and faith heal are the more efficient out of combat heals for scholar
    and cleric.
    If you have a cleric/scholar in your party it will significally increase the time
    you spend between infirms.

    - Combat healing for other classes with heal has been improved aswell.

    - New spell: Faith heal (high level cleric heal)

    - Upped infirm costs about 30% and decreased the 50% discount for barbs. This is on trial but
    I'm sure we can all agree on that we need to make the other classes a bit more valuable :)

    - Cleric brought back to 2*
    Scholar back to 4*knife and dagger

    August 26, 2011
    - Changed the PK-status message to actually tell you how much bonus exp you get.

    - Slightly modified the bank code to let you store more in the bank based on
    how many times you have remorted, as follows:
    Startup player - 25mil
    Remorted 1 time - 25mil
    Rermoted 2 times - 50mil
    Remorted 3 times - 75mil
    Remorted 4 times - 100mil
    Remorted 5 times - 125mil

    - After request I changed the identify scrolls slightly, they
    now type out the the exact armor and stopping value.

    - Countess is back! :)

    August 21, 2011
    - NEW AREA: The Eye of Terror
    Estimated level range: 300 - 500

    It's located somewhere in the town of thalos, but beware of lamias who
    try to rob you on the way ;)

    - Thanks alot Mali for giving us this new awesome area!

    August 15, 2011
    - Fixed a bug with flaming parchments that loads in Terberthia. You will
    no longer get endless dispels from them as a non-magic reader!
    August 8, 2011
    - Anonymous brought back in the who-list upon a few players request.

    - The work on the helpfiles is ongoing, if you find any typos and/or
    errors in the helpfiles, please report it to Brimstone for fixing.
    -- Thanks for great work on helpfiles so far! --
    July 30, 2011
    - The spell 'shield of faith' has been renamed to 'aura of faith' due to
    problems with practicing on scholars.

    - This spell is also the first spell to account for classpurity,stats and
    character level. It will scale and get better and better as you remort
    for more stats and grow in level ;)

    This will be done for all defensive / offensive spells in a near future,
    and give spellcasters a well needed buff

    July 26, 2011
    - Added new rarespawn and a boss:
    Orktown
    Skexie

    ***Spell changes***

    - Mages and Wizards can now portal to mobs
    - Metalskin is now a high level mage spell
    - Vitality should now work better.
    - Sunray modified to be castable indoors.

    - Cl/Pa/Du/Ce/He/Fo/Wo - New spell: Divine Hand (Protective)
    - Ma/Pm/Wl/Il - New spell: Shield of air (Protective)
    - Cl/Sh/In/Tm/Ce/He/Pa - New spell: Shield of faith (Protective)
    - Ma/Pm/Wl/Dr/Me/Th/As - New spell: Armour as air (Offensive)

    - Ma/Wz - New spell: Beacon
    Usage:
    cast 'beacon' set - Sets the beacon at ur current location.
    cast 'beacon' - Returns you to the place where u set the beacon.
    - Casting beacon without a beacon set out will get
    you transported to 'Void'.

    - First day of trying to make our spells abit cooler, after this
    we'll also take a look at the skills for each class.
    - If you find anything buggy please report it to Nico or Bunta.

    - If you have any cool ideas for spells or skills. Please jot them down
    on a note and mail it to Bunta.

    - Enjoy!

    July 17, 2011
    - Updated high tower of sorcery, boosted many of the smaller mobs to better the zones
    xp rates. Also put in a few rare spawns that are rated fairly high. They are non aggro,
    but be careful attacking one if you see it. Enjoy and if there are any balancing issues
    to easy/hard let me know. If saying its to easy, keep in mind its really meant for 75-250
    leveling and though a 450 can nab a level or two there it isnt really designed for that.
    It should be in line with other mobs of the same xp however and please let Nicodemus know
    by tells/mudmail any problems or comments.
    Enjoy.

    - Updated resistances in Fortrum/Terb. They were set way way to high as you might have noticed,
    please contact Bunta or Nicodemus if you find any whacky items.
    July 11, 2011
    - Many items throughout world are randomized to further progression. Also a few two
    handed weaponry have had their stats increased. Finally many mana users now are able
    to cast the spell vitality. Enjoy and please mention any balancing issues or problems
    in any items or spells. Thanks Nicodemus.
    July 8, 2011
    - Graveyard updated. Dread the commander of the undead now lurks
    deep within the tombs. It's said he guards the most valuable
    trinkets burried a long time ago.
    **Thanks for great work Nicodemus!**
    June 28, 2011
    - Midgard Museum - Zone OPEN!
    Recommended level: 20-120

    If you find any bugs please report it to Bunta or any other imm.

    Thanks to everyone involved in creating this nice newbie area.

    June 27, 2011
    - The work is still ongoing, slowly but surely :)
    Graveyard Update - Thanks Nicodemus

    - We're doing ongoing work with 2 new zones, one which is expected to open this week: Midgard Museum
    This will be a newbie zone where you can level, gear and also find very useful info/dirs to use on
    your further adventure into the realms!

    *** Thanks for your hard work Mali! -Grats also to promotion. ***
    June 20, 2011
    - Removed the portal leading to Fortrum from Embassy, the portal Fortrum->Embassy still exits
    to allow for easy travel back to midgaard.
    I felt these portals made it too easy to get around the mud, atleast now you have to walk out
    to Fortrum if you wanna get to anywhere on the mud!
    May 29, 2011
    - Greece updated
    - HELP files began tweaking, please send feedback to Miral/Nanjiku
    Apr 13, 2011
    - ***************** WOOHOO The hang bug from hell has been fixed *****************
    Thank you Khory for helping me find out that it was the Mortician's fault.
    Apr 04, 2011
    - Fixed bug that allowed Luck to exceed 25 and become 0
    - Initial support for ruby integration is in! Ruby Ruby ROO!
    Mar 26, 2011
    - Master branch is now restored with what I believe are the bad commits removed.
    Please email if the server hangs or goes away at s0me0ne@mac.com
    - Sorry to those who are missing guildhouse updates. We'll try to get them back in
    as soon as possible.
    Mar 17, 2011
    - Further attempting to debug the server hang now that we have some stability
    Mar 13, 2011
    - Paladin improvements
    - gave paladins various resists including very strong energy force and magic resists
    - gave paladins a wis based bonus to sanctuary stopping

    - Sanc changes
    - Added bonus to sanc stopping for cleric based on purity and high wisdom
    - Buffed sanc to give more stopping
    - Softend the impact of level difference on sanc so attacks from very high
    level mobs will suffer more damage mitigation from stopping of any form
    including sanc

    - Fireshield changes (made it more useful for mages than warriors)
    - Made fire resist mitigate fireshield damage
    - Made level ratio influence fireshield damage
    - Made defender int and wis give bonuses to fireshield damage
    - Gave fireshield a damge bonus for defenders based on defender mage purity and int
    - Gave additional damage mitigation to attackers based on attacker mage purity and int
    - we are also planning to raise the carry limit on FS potions in the next day or so

    - This is an inital attempt so please give feedback and we will adjust accordingly.
    The goal of these changes include
    - not have fireshield be the be all and end all (hence the buffs to sanc)
    - allow us to increase the availablity of fireshield potions and give us the
    option of adding them to venders in the future.
    - reduce the contention

    ***** Server Hang - Under investigation *****

    - The server appears stable with the latest patch. Over the next few days
    I will apply newer patches in order to identify the bad patch, and then
    debugging can be done.
    - Well that last patch failed to remove the bad zone data. Rolling back
    the zones to march 1. If it hangs again and you have been in terberthia
    in the hour or two before please send me an email to s0me0ne@mac.com
    describing what you were doing.
    This is the worst kind of bug. A latent bug introduced by some malformed
    obj/mob/zone data during a massive update. I really need your guys help
    to track this one down.
    Mar 12, 2011
    - There was bad data in some recent Teberthia changes. I am rolling back to
    before the changes on 3/9/11. We will investigate and resolve this issue
    ASAP. Thank you for your patience
    Please email me of any more hanging crashes like you saw on friday/sat.
    My email is s0me0ne@mac.com
    Mar 10, 2011
    - Reduced price of Warriors infirm, they are now similar to barb infirms.
    Mar 01, 2011
    - Made int in addition to con affect metal armor stopping bonus.
    The idea is that a warrior is a master of using armor to maximum
    effect. To use armor effectively requires a combination of quick
    wit to judge the situation, good intuition and the strength training
    to shift ones position quickly while wearing heavy armor.
    - Expect some warrior specific skills in the future such as sunder armor
    - Adjusted metal stopping bonus for barbs to balance them with respect
    to warriors
    - We are considering a change to fireshield so that it no longer reflects
    a percentage of the attackers damage back at them. Instead we would
    base the fireshield damage on the defender's stopping and/or armor class.
    - If we do this we will rebalance encounters that are only doable with FS.
    - Also expect more buffs and debuffs to come as part of a coming overhaul
    to spellcasting
    Feb 27, 2011
    - The scrapping bug should be FIXED
    Basically the fortrum blacksmith was level 0 and due to some crapy old
    code in the repair guy he was nerfing max armor class down til it
    eventually got to 1 or 2 and then the item would scrap immediately.
    Please test to confirm this is fixed.
    Thank you everyone for your patience and sorry I didn't track this down
    sooner.
    --Countess
    Feb 26, 2011
    - I applogize for my lack of presence recently. Had to deal with a death
    in the family:(
    - We are investigating the bug with scrapping of gear.
    - Please test and try to scrap rare items. They WILL be REIMBURSED
    If something scraps please note the exact time of the scrapping and
    send me or bunta a note so we can look it up in the logs
    - I have put some logging code in to record every time an item is damaged
    and every time an item attempts to make a save. Please attempt to scrap
    stuff. I believe this is due to other items that might have previously
    modified saves that were exposed to the item corruption bug had their
    save modifier set to 0 and now your scrap save is worse than before.
    - From what we heard some got very rare pieces of gear scrapped, We have
    reimbursed most, however if we missed someone please contact Countess or
    Bunta.
    - Graveyard has been updated to be a group-exp zone, it's a work in
    progress but if you try it please give feedback to Azrael or Bunta.
    - There was alot of complaints about Greece, so we're making another
    attempt at making the zone more fun. First changes are in with this
    reboot, please give feedback to Ssark or Bunta if you try the area.
    Feb 24, 2011
    - Made first attempt to change Graveyard into a group-exp zone. Please
    try it and give feedback to Bunta on what you think.
    Feb 19, 2011
    - Humanoid mobs that loot your corpse are locked out for 30 minutes after
    death so make sure you summon or recover your corpse as soon as possible
    Feb 18, 2011
    - Kill list is now disabled if you are in a group with at least one other
    member is in the same room. Both the xp penality and the addition to kill
    counts is disabled.
    Feb 17, 2011
    - Added group XP bonus. If you kill a mob in a group the total xp earned
    from the mob is increased by 20% for each member besides you in the group.
    This means a six person group will earn double experience per kill!
    We will look at revamping under utiltized zones to make them fun group
    leveling areas
    Feb 16, 2011
    - mobs will no longer junk items of uncommon or higher rarity
    Feb 09, 2011
    - Replacer has been upgraded. Go to the replacer and do
    USE REPLACER to have him fix/upgrade all your gear that was
    broken by the save file bug. Mutated items will need to be
    fixed by Countess so contact me.
    - There has been a serious bug in save file which is now fixed
    - Please check your alignment and chosen alignment and contact
    Countess or Bunta to have those fixed
    - Also please report any other serious bugs and your efforts
    will be rewarded. Thanks to those who already reported stuff
    Feb 08, 2011
    - Keys now work from inside bags or equipped
    Feb 03, 2011
    - * * * * * * * * * NEW SERVER * * * * * * * *
    - PR is now running on a 64bit mac osx server.
    - This has been tested extensively during the last 5 months of development
    by Countess. Still, please watch for any subtle issues and report them.

    Feb 01, 2011
    - Fixed leading large group through locked door bug. Works for 5 players
    Please test larger groups and report back to Countess
    - Tower of Sorcery given a revamp, please notify Bunta if you find stuff
    out of order or if I missed something.
    Jan 31, 2011
    - New services installed in the Infirmary. Enjoy!
    - Moved more spells over to resists including weakness, chill touch
    calm, vampiric touch, armor as air, turn undead.
    Please report any issues
    - Balanced rapier better across different rogue/warrior combos
    Jan 29, 2011
    - Normal norent items like keys now can survive an hour in rent
    - You must now type QUIT YES to quit in situations where you would
    lose all your equipment
    - Paladin profencies minorly buffed
    - Ivory Tower(Chessboard) revamped to be abit more newbie friendly
    Jan 28, 2011
    - Fountains and certain magical drinks may provide nourishment
    as well
    Jan 27, 2011
    - Added window of safey when a rogue type sneaks into a room
    before a mob that hates them will start noticing them.
    This ranges from about ~4 seconds for a rogue tertiary to
    almost a minute for a pure rogue.

    Jan 26, 2011
    - improved config user interface
    - removed all limits on rolling mode character creation
    - You can now create a character by class mode once a minute.

    Please don't abuse this with scripts that run for hours trying
    to get perfect stats. Spend the time leveling up and get
    remorted for better stats instead:)

    Jan 25, 2011
    - Made magic missile unresistable (bug from the resist change)
    Please notify us of other spells that previously had no save
    that are now being resisted.
    Jan 24, 2011
    - Stopping has been improved significantly to function like
    a partial sanctuary

    Previously stopping subtraced a small amount from each hit
    that is made against you. This made it almost useless
    against mobs that hit hard.

    Now stopping functions as damge reduction where damage
    is reduced by a fixed percentage for each point of stopping
    that you have at a given location.

    For example in a particlar fight 10 stopping might reduce
    damage by 12%. Then each additional 10 points of stopping
    will reduce damage by an additional 12%.

    - If your armor is metal its stopping counts double towards
    the damge reduction formula. So warriors who load up on a
    lot of metalic gear will have better damage reduction than
    hybrids who have to wear lighter/non metalic armor

    - Warrior types get an inherent stopping bonus based on how
    pure a warrior they are

    - This new formula also takes into account attacker vs defender
    level. You will have a harder time resisting damage if the
    attacker is much higher level than you and you will have an
    easier time resisting damage from a mob that is lower level
    than you.

    With this patch the level effect is somewhat small. We will
    rebalance bosses and other mobs and once we do this we will
    increase the impact of level on damage reduction.

    - Sanctuary, resistance to blunt/slash/pierce have been converted
    to the new stopping system.

    Since stopping now functions as a partial sancturary effect, we
    reduced the effectiveness of sancturary so that on high level
    encounters your armor stopping+sanc should be similar to before

    One of the reasons we are reducing sanc effect is it allows us to
    introduce additional buffs and debuffs for various classes. Look
    for the following buffs to come in the near future
    slow, haste, hitpoint buff, real stoneskin, damage shield, ...

    An added benefit of this change to sanc and this new damage
    reduction system is we will be able to add perma sanc items back
    into the game and not have them be overpowered. Same goes for
    shields of impact and the like.

    Note: As always please give feedback and we will fix/adjust balance.
    the goal is to keep the combat experience similar to what it
    is currently while allowing us to bring you additional buffs
    and other improvements/progression.

    Jan 23, 2011
    - The Fortrum Empire is now open for your enjoyment!

    * * * * T H E F O R T R U M E M P I R E * * * *

    The Dwarven Empire of Fortrum has ended its many century
    isolation and is now allowing foreigners to travel in their
    mountain empire that towers above the Plains of Pharsica.

    Legend has it that the Fortish Dwarves mastered Celestial
    Magic and know the secrets of Dragon-kinship.

    There is talk around town that Terberthian Wasps had built
    a hive in the Pharsican Plateau only to have it razed
    by a large pack of dragons in a night attack. Some
    speculate this was a Fortish raiding party.

    Old legends are full of stories of Fortish Dragonriders
    swooping down and destorying armies of orcs, koblods and
    goblins, cleansing Pharsica of their scourge.

    (*** See signpost above fountain for directions *** )

    * * * * C R E D I T S * * * *

    - Thanks Taank for building and testing an amazing zone.
    Fortrum brings new life to Pharsica and builds on the
    new storyline that started with Terberthia
    - Thanks Bunta for all his hard work implementing Fortrum
    mob behavior, loot and mob loads, and revamping various
    other zones in the meantime
    - Thanks Gemma for writing great descriptions for Fortrum
    Wilderness
    - Thanks Mogue and the rest of the immortal team for extensive
    testing, ideas, feedback and other things that are making
    Perilous Realms better than ever.
    - Thanks to all players who helped test Fortrum, reported
    other bugs and issues, or even got their friends to come
    back and play again! Without you none of this would
    have a purpose.
    -- Countess

    - Please report issues to Taank, Bunta or Countess

    - Fixed wear item to work correctly for all locations
    - Improved handling of equiping multiple held items that are also
    light sources

    Jan 22, 2011
    - Fortrum City (mid-vhigh+) now open (tonight?)
    - Fortrum Wilderness (low-mid) now open
    - Changed naming of dragons in the world to better reflect their relative power
    Jan 21, 2011
    - Barbarians now get natural resists that scale by level
    Jan 19, 2011
    - Now when you die and loot your corpse, gear is ordered
    so you can just wear all and have it be the same as before
    you died
    - Wear all now equips lightsources
    - Added descriptive messages to your bingo attempt
    Jan 16, 2011
    - changed %i to also show sneak status and changed both to
    show letters instead of *'s. See HELP PROMPT
    - Made yourself show up in the %u/%U field in the prompt
    when you are not in a group.
    - fixed group order to match order joined
    - Made %u, %U, %o, %O prompt strings support the %* syntax
    - revised and cleaned up built in prompts to add group info
    - revised newbie prompts to add group info
    Jan 15, 2011
    - If you are in a group and you type assist you will assist the
    first group member who is fighting something
    - New group status option for prompts %u and %U
    If you include this in your prompt it will show the status of
    group members. %u shows all group member names and colors them
    based on health. If that member is being attacked their name
    appears with an underline. %U shows the group member names but
    also displays the percentage of hit points that character has.
    See help prompt for this info
    - changed prompts 4-8 to include group status
    - You not automatically group yourself if you group another player
    - added more colors for percent colored stats in the prompt
    - added percent percent coloring to opponent name (%O)
    Jan 13, 2011
    - Added randomization to vital stab damage and increased it
    - Assassin improvements for boss fights
    - Dual wield level 300
    - Vital stab adds poison
    - sentinal and guardian mobs now walk back to their spawn room if they
    are moved out through fear, summon, etc
    - casting fear on a mob will make it hunt you down when it recovers
    - hunting mobs are now quite a bit more persistant

    NOTE: these changes are experimental. Please give feedback

    Jan 12, 2011
    - Made head the default hit location
    Cats and dogs of Midgard approve of this change!
    Jan 11, 2011
    - added new damage message above pulverize
    - Certain stats can improve critical hit chance
    - Vital stab has been improved to work a bit more like backstab
    - it gets similar stat bonuses
    - it no longer checks against AC
    - Improved Ninja class (Woo Ninja Fu!)
    - Added more backstab and assasinate levels
    - Ninja bingo chances are between Reaver and Assassin
    - Added vital stab (and gave it a special effect for ninjas only)
    - Ninjas get higher chances at critical hits than others
    - Ninjas get a special critical ability
    - added refresh to their spell list
    - Some Improvements for Reavers (more coming later)
    - Raised skill caps for Reaver backstab and assasinate skills
    - Reaver bingo chance has been raised somewhat
    - We also plan to add some more spells and unique class ability to reavers
    - Gave pure Thieves all levels of backstab since that is their class skill

    Note: these changes are experimental and will be tuned as needed

    Jan 10, 2011
    - Oldport-Tags no longer works if the room you're in is no_magic
    Jan 9, 2011
    - Fixed bug where racial modifiers were improperly boosting move regen
    to excessive levels. Also reduced movement regen significantly when
    you are in combat. Please give feedback if you encounter issues
    with your class/race combo.
    Jan 8, 2011
    - More improvements to move

    (note this is EXPERIMENTAL and is subject to change)

    1 - You no longer stop dead in your tracks when you hit zero move
    If you fall to 0 moves or below you can continue moving with a
    noticibly longer delay between rooms and associated higher agro risk
    this is intended to make you still want refreshes
    but not make you sit and rest sleep the time. Please give feedback

    2 - Max moves are now raised for Warriors and Rogues similar to
    the HP boost previously done for warriors
    - pure and specialist warriors/thieves get the largest % increase to hp cap
    - bonus for multi class warriors is based on whether warrior/thief is
    primary, secondary or tertiary
    - For multiclasses that are both thief and warrior you get the most
    favorable score
    - Various stats impact movement caps
    3 - Movement regeneration rates have been raised similarly based on
    how good a thief or warrior you are.

    Jan 7, 2011
    - Fixed bug where Mortician couldn't find your corpse if you are chosen
    - Signficantly reduced movement costs when you don't have fly
    This is the first of a series of changes that will reduce/eliminate
    the annoyance factor of movement.
    Jan 6, 2011
    - Minor revamp to classes: Illusionist and Expositor
    Jan 5, 2011
    - Simplified the list of prompts in PROMPT LIST
    If we took your favorite out of the list, let Countess know
    - If you bingo a Fireshielded target you take a fixed dmg rather than die.
    Jan 4, 2011
    - Added pricing for houses. see HELP HOUSE for details
    these prices are subject to change depending on the economy
    Feedback is welcome on pricing and what not
    - Bank storage costs are now per week at the old cost per day
    - You can store most rentable item now in the bank
    - Racial modifiers can now raise stats besides str above 18
    Jan 3, 2011
    *** LOOT MUTATION ADDED ***

    - Loot Mutation added to a very limited amount of objects.
    Items flagged to mutate will now have a chance on load
    to have extra +/- stats, all selected randomly. It will
    also give you new specific names for each item mutated.
    (You can basically load really awesome unique gear)

    This is still in a test-phase, we'd like you to report any
    irregular naming and/or other bugs/feedback you might have on
    this new feature to Countess or Bunta.

    - Thanks for the hard work you did on this in the past 2 weeks
    Countess !!

    Jan 2, 2011
    - Alot of rooms are now modified so u can summon/portal there again
    - Made small modifications to Skexie Palace
    Jan 1, 2011
    - +hit point items now raise your hit point cap
    - Made rare spawns in Dark Forest easier to fit the risk/reward for the zone.
    December 31, 2010
    - Small improvements added to Elven tree forest
    December 30, 2010
    - Fixed bug where all mobs had no AC or stopping
    Please note this may make some mobs harder than they should be but
    this is a terrible long running bug that needs to be fixed.
    Bunta will work hard to rebalance mobs so please report issues to
    him and Countess.

    *** Send mudmails to Bunta with mobs/boss who seem unbalanced ***

    Just to repeat, this is not intended as a nerf but a bug fix so please
    be patient while we fix stuff that may be broken and please report

    - Experimental increase to hitpoint cap for warrior types
    - pure and specialist warriors get the largest % increase to hp cap
    - bonus for multi class warriors is based on whether warrior is
    primary, secondary or tertiary
    - note this does not change the hit point gained when you level up
    It only impacts the max hp you can have
    - This will be changed or removed if we uncover balance issues

    December 29, 2010
    -Troglodytes modified to do alot less damage and fit HP/EXP ratio alot better.
    -Moria modified to fit HP/EXP ratio alot better.
    -Greece, Harpy. HP on mobs brought in line with other zones
    -Gatekeeper added in Moria
    -More Zone tweaks, alot of gear added to the world
    December 26, 2010
    - Fixed charm so that you don't turn off gossip when a mob charms you
    - More zone updates
    - New item affect, ITEM_SPELL
    - use the item to cast the item spell
    - For now they are unlimited use. I plan to implement some kind of
    recharge or cooldown to blance these
    December 25, 2010
    - Merry Christmas!
    - Items can now raise Charisma and Luck
    - Improvements to sac
    - you can now sac any green or better item.
    - Better items will give bigger alignment hits
    - NOTE the sac values for items may change over time
    - CONFIG AUTOSPLIT will enable automatic splitting of gold with your
    group when you loot gold except from any player corpse
    - Doors now automatically open if you try to move through them
    - Locked doors will automatically unlock if needed
    - You can turn off the auto unlock by entering CONFIG MANUALUNLOCK

    December 23, 2010
    - More old world zone improvements
    Chaos Realm, Ersteem, Moria, Abyss

    December 22, 2010
    - Corpses with loot now deay in 24hrs
    - Moria has been given a revamp, its now slightly harder than
    mushroom, and should be viable for people who are just too
    high for mushroom kingdom.
    - Pyragard has been revamped(loot and mob), the deeper parts are now
    rated VHIGH similar to Teberthia.
    - New rare spawns in Abyss abyss and Draxas castle
    - Loot Tables on bosses all over the world are updated

    - If you have feedback about revamps please talk to Bunta and/or Countess

    December 21, 2010
    - More updates to loot in old world zones
    - Yet another attempt at color scheme
    yellow - common
    green - uncommon
    cyan - rare
    blue - epic
    purple - legendary
    red - godly

    Do HELP LOOT to get this list in game

    Please give feedback if this causes readability problems with your client

    - Added object colors to various messages involving objects
    December 20, 2010
    - Added rarity flags to items in 15 old world zones
    - Revamped Troglodyte to be useful xp area and added a boss
    (Thanks Bunta for all the hard work on zone revamps)
    December 19, 2010
    - Clans have been improved. Do HELP CLANs for more info
    - There are now 4 ranks of members: Members, Officers, Leader, Owner
    - existing guild master from the clan file becomes an Owner
    - existing deputy becomes an Officer
    - The new guild ranks are stored in player files so there are no
    limits to the number of officers, leaders, or even owners,
    but use common sense.
    - An officer or higher can invite members to join at upto one rank lower
    - You can upgrade a players rank by inviting them again to the higher rank
    - An owner can invite a member as owner

    - Pushed first set of item rarity updates for zones
    Abyss/Nodonn/ChaosRealm/Pillars/etc
    - Items will automatically update to to their correct rarity now
    - Internal update to object file format to modernize one of the data
    structures. This is in prepartion for implementing a mechanism by
    which some items will occasionally load as more rare versions with
    random upgrades. I don't anticipate any issues but if there are,
    lost or damaged items will be reimbursed
    - Please report any issues you encounter
    - Also did an initial stab at assigning rarities to Terberthia drops.
    Note for now, existing items will not be upgraded. I will do that
    once enough of the object have been assigned rarities.
    December 18, 2010
    - REMEMBER the current rarity of items is temporary.
    Items will get hand assigned rarities as we revamp zones
    - Added help topic for rarity do help LOOT for information on loot
    This will be added upon over time
    - Improved color scheme for zmud and other clients
    yellow - common
    green - uncommon
    blue - rare
    purple - epic
    cyan - legendary
    red - godly

    I hope these work better for everyone

    December 16, 2010
    - Added colors to indicate item rarity
    no color - common
    green - uncommon
    blue - rare
    purple - epic
    orange - legendary
    red - godly

    For testing purposes we will assign colors to objects as follows
    no affects - common
    1-2 affects - uncommon (green)
    3-4 affects - rare (blue)
    5 affects - epic (purple)

    Once we are happy with this mechanism we will add rarity info to objects
    and we may remove this automatic coloring so do not be suprised if colors
    on your objects disappear at some point

    Please report if this causes any terminal issues or the like

    December 14, 2010
    - When you wear an item it tells you what you are putting on
    and where instead of just saying "OK"
    December 13, 2010
    - You can now store nodrop items in the bank
    - Imps now have a remort command to make it easer to remort you
    - A lot of work has been done behind the covers to zone files
    - This will enable some nice zone revamps of older zones
    - In the near future you may start encountering rare "named"
    versions of mobs you kill while exping
    December 6, 2010
    - Alignment hits from killing mobs should be much smaller now
    This is a first step towards implementing a real faction system
    December 4, 2010
    - Clan say and tell no longer break sneak
    December 2, 2010
    - Mortals can now gain to 500 on their own at a guildmaster
    December 1, 2010
    - added more categories of mob/health when you look at them or see their heath
    in the prompt. This should make things a little easier when fighting mobs
    with a lot of hit points
    November 29, 2010
    - Rogue and Immportal inventory peek has been moved to 'look in' rather than look.
    Example: look in gimpy
    November 28, 2010
    - Been away on Thanksgiving Holiday
    - Fixed issue where items with AFF_INVIS would not reactivate after combat
    - Fixed bug where racial immunities were not being applied properly
    - this will most notably make undead immune to sleep inducing weapons
    - Improvements to dual-wield
    - any single handed weapon that is shorter and lighter than the main
    can be dual wielded with some loss in performance
    - Pure thieves can dual wield with no penality
    - Same goes for weapons with the dual wield flag
    - This is experimental so it is subject to change/balancing
    - Bugs/exploits reported to me will be rewarded as usual
    - Improvements to peek ability
    - pure thieves get much higher chance
    - bards get higher chance
    - all others with thieving skills get a minimal chance
    - usual stealth penality now impacts peek
    - Very basic level of ruby integration (for quests)
    - Experimental improvements to zombies. This is very early stage of class
    rebalancing. Please give feedback. If you report bugs/exploits/or ways
    in which these improvements are over powered, you will be rewarded:)

    November 19, 2010
    - We had a serious bug come up that caused some player file corruption.
    I restored from 11/19 backup so impact should be minimal. Please contact
    Countess for reimbursal if you are missing stuff

    - Added various signposts around the world that should help
    you find your way around, especially if you are new
    - Fixed bug where signs were not getting saved across reboots
    - Cleaned up geometry/naming at the east gate of Midgard
    WARNING this adds 1 extra room which will require you to adjust movement macros

    November 17, 2010
    - Bad news: Death traps are now always fatal
    - Good news: The Mortician is always happy for your business
    - More good news: Your corpse will be saved across a reboot

    Nonvember 11, 2010

    Major improvements to character creation

    - Implemented new class picker for the "Standard" character generation process.
    This replaces the useless Novice Mode and it provide a fun and more informative
    Way to choose your class.
    - For all three methods of character generation you are now presented with
    a summary of the character including stats before you are asked if you
    wish to keep the character
    - Characters will receive class specific default titles
    I welcome suggestions for both the default tiles and the class descriptions
    provided as part of the standard class picker.

    Please play around with this code and make different characters.

    As always, please report issues/bugs. If you discover a serious bug or
    Find a way to crash the server with this code, report it for a nice reward:)
    If you do crash the mud, please do disrupt other players game play by doing
    it more than once.

    Bonus Feature

    - Attribute now reports the amount of iron you are wearing and total carried

    November 9, 2010
    - Sensing an opportunity in Midgard, Kabor the Blacksmith's sister Jaana
    has rented out space in the weaponshop in Midgard. She'll be happy
    to fix your weapons for you

    November 8, 2010
    - If you equip an item that lowers your strength, you can now remove it.
    It will fall to the ground if you can not carry it with your remaining str

    - Corpses should be preserved across reboots

    NOTE: If you discover an item dupe bug due to this new codeplease report it
    You will be well rewarded. If you use a dupe bug you will be punished severely.

    - improved chances to backstab/assassinate when on a mob hate list
    this is also modified by dex and luck
    - significnatly improved BINGO chance
    (I reserve the right to balance this over time)

    November 7, 2010
    - Fireshielded mobs will glow with red light now
    - You can now create any class from the create by class option
    - You can create by class once per hour now
    - Renamed Novice to Standard and this will be upgraded soon

    November 6, 2010
    - Fixed bug that limited hps on high level mobs
    - Changed aggro mob behavior so they only become non agro if their
    HP falls below that of their opponent
    (rather than just being half way down)

    November 5, 2010

    ***** NEW ZONE: TERBERTHIA *****

    This zone is the first zone that is MEDIUM to VERY HIGH LEVEL.
    It is more of a thinking persons zone. It may surprise or even trap you.
    Make sure you have help. Otherwise the Mortician will be making alot of money

    Please read the following clues carefully.

    - The doctors at the Infirmary are running low on anti-venom due to an increase
    in poison cases due to some kind of bee sting. The guards at the east gate have
    reported sightings of a new and deadlier wasp species coming out of Mirkwood.

    Chief Zoologist, Dr Sagacious Blackwood has dissected one of these wasps and to
    his surprise he has determined that it is a magical creature.

    Museum Curator, August Arcana reports that its aura shows a signature that
    resembles artifacts from the lost city of Terberthia.

    Researchers at the Midgard Academy of Magic are reporting additional
    distrubances in the magical fields surrounding the already unstable Arachnos.
    There have been reports of recall malfunctions so be careful traveling there.

    November 3, 2010
    - the GO command has been improved significantly

    Those of you without clients can now use go to move quickly arround the world.

    For example from Bounce Room, the following will take you to the Magic Shop

    go 2u 5w 10s shop

    please see HELP GO for more details

    November 1, 2010
    - New very high level zone Terberthia is opening this weekend

    October 29, 2010
    Hey all you ghosts and goblins. Time for some Halloween Horrors:

    After complaints by newbies and the local shopkeepers, the Midgard council has
    banned parking of spooky carriages from the Market Plaza. Undaunted, its owner
    appears to have found a new and more permanent place to park this wreck.
    The neighbors of Westend Lane have howled in protest before they mysteriously
    disappeared. Now several of the houses are boarded up and the neighbors say
    that the residents only come out at night.

    A couple of teenagers tell the story of finding a forgotten graveyard and knocking
    out a hole in the fence to discover a dark forest.

    October 27, 2010
    - More nodrop support
    - You can only loot unbound nodrop items from a corpse with GETNODROP
    - You can cast identify on the corpse of the mob you killed to learn
    the properties of ALL unbound nodrop items on the corpse
    - You can no longer donate bound nodrop items to torment newbies
    - Added int/wis bonus to power/mana regen
    - Made blue rooms (like bounce) enhance mana regen too
    Note: we reserve the right to change this hehavior in the future based on game balance
    - Fixed Mortician to not loot corpses

    October 26, 2010
    - Halloween Event this weekend
    - A creepy new guy has taken over the Midgard Post Office.
    He may be able to help you with your corpse problems...

    Note this is an experimental feature. Please report any issues.

    October 25, 2010
    - There is a new curator at the Midguard Museum. He knows something about old keys.
    - Rebalanced sleep a bit and gave 0 MR mobs a chance to resist and wake up

    October 24, 2010
    - Locate Object spell is now available for certain caster classes
    - Show nodrop/owner in object flags (with hum, glow, etc)
    - Items of different conditions show up separately in inv

    October 23, 2010
    - fix bug where short casting spells were proccing too often on weapons
    - improved proc rate of weapon spells for longer casting spells

    October 22, 2010
    - Keys now properly crumble for containers
    - Note they only wear when you are unlocking (I may change this for doors too)

    Please report anything that is broken by this and I'll review the keys and
    fix their use counts

    October 21, 2010
    - Gave dexterity buff spell to classes that also have str buff
    - Made dex buff work more like strength
    - Some improvements for Barbarians
    Infirm costs have been reduced for Barbs
    Quafing potions now give you a chance to save vs anti magic rants

    - Changed corpse decay as follows
    PC with loot aprox 12 hours
    MOB with loot aprox 30 min
    Corpse with no loot aprox 8 min

    October 20, 2010
    - revision to partial name matching:
    - All strings 2 characters our longer will match, no more ` is needed
    - if you need need to specify an object explicity use 'name, for example:

    get 'bread

    Please give feedback on how well this works during gameplay

    October 19, 2010
    - updated login screen and added copyright notices
    - behind the scenes changes to enable questing
    October 18, 2010
    - added zones command to show zones and players in zones
    zones ab will show all zones containing 'ab'
    October 17, 2010
    - you can now choose your character by typing the first few letters of its name
    - Fixed fireshield to damge you on each hit but only flare up to damage gear
    based on an appropriate spell delay
    - added fireshield messages and resist checks
    October 16, 2010
    - Changed blindness and sleep to use the new resist system, other spells to follow
    - Changed mortal stat caps to 25 for non str (experimental and may change)
    - Made weapon spells take into account spell delay
    - improved sleeps effect on monsters to compensate

    Please give feedback

    October 15, 2010
    - One of the scouts for the Midgard Explorer Corps recently crawled back into town
    with a nasty three-holed wound on his back. Before he expired, he muttered somethign about
    getting attacked during a mission to gain intel about the Dark Knight, Kalas.
    The town mages have also detected some subtle shifts in the energies surrounding the Abyss
    - Mob resists are in with initial balancing

    October 13, 2010
    - Repulser and like should now resist as energy
    - Cursed items will now show up as cursed rather than nodrop
    - You may encounter items with the nodrop flag. Pick one up if you dare:)

    October 12, 2010
    - Preliminary resist checks are live
    - Immunity bits are currently disabled for testing and instead converted
    to +20 resist (to be balanced later)
    - see below for adjusted values for resist/immune flags
    - please try stuff out, I'll be liberal about reimbursals if you are legitimately
    testing resist code and give feedback
    - if you are given test equipment it should disintegrate on renting out.
    - DO NOT leave test gear on mobs or lockers or you will be punished

    NOTE: this is a signifcant change to game mechanics so it will take some time to balance.
    Please be patient and give feedback by sending notes to Countess with issues.

    October 11, 2010
    - Initial support for resists. Do attr to see your resists

    Currently resists have NO effect but please test by equiping different gear
    if an item is resist_fire then you should get 15 added to fire
    if an item is immune_fire then you should get 50 added to fire
    if an item is susecptable to fire you should get -50 to fire

    Please note that resist values are subject to change

    October 8, 2010
    - The Blacksmith who repairs your stuff has some new services
    - pay him a visit and do list to find out what they are

    Please report any issues or exploits found. As always reporting exploits
    will be rewarded, using exploits will be punished.

    October 7, 2010
    - sneak is now visible in attr
    (this is experimental and may change in the future)

    October 5, 2010
    - certain kinds of items should scrap less easily

    October 3, 2010
    - Increased group size for a given cha
    - Improvements to identify
    - Minor creation creates stacks of bread
    - Bags will no longer scrap but their contents may.

    September 30, 2010
    Improved remove object so that it prevents you from removing an object that
    does not fit in inventory.

    September 28, 2010
    Added display of min level to identify
    Fixed crashing bug in one of the immortal commands

    September 27, 2010
    (note new syntax where you enter it after the string you want to match)
    (old syntax will continue to work for a bit)
    New partial string matching feature for many commands.

    Use the back-tick char ` to specify partial match

    examples
    go inf` --> go infirmary
    kill jan` --> kill janitor

    If you observe that this trivializes puzzles in the game or otherwise
    introduce exploits. Please sent Countess a note and you will be rewarded.
    Using exploits on the other hand will be punished severely

    September 8, 2010 --->
    Updates to the Abyss, Carnival, and Oldport Beach.

    August 30, 2010 --->
    Updates to various zones, including Thalos, Haodor (Dark and Light)
    and Ershteep

    August 26, 2010 --->
    Updates to Christmas Land, Harpy, Haunted Mansion, Nodonn, and
    Miller's Falls.

    Fixed a bug in how much XP was being deducted at death.

    Fixed multiple objects that were supposed to be casting spells that
    weren't.

    August 18, 2010 --->
    Updates to Chaos Realm, Agatar's Keep, and Arachnos.

    August 16, 2010 --->

    Some changes to 16 zones.
    There was a bug in how much XP was lost at death. This has been corrected.

    August 11, 2010 --->

    A black iron gate has opened in the forest of Oldport. A powerful
    town of orcs is now accessible to the brave and adventurous. Be it the
    Kr'ch Smithy or the Temple of Iy-Tarig, this mighty town has many rich
    and bountiful mysteries to behold. Suggested levels are 300->499. Many
    thanks to Avestan for his amazing work on this area. Please make sure
    to mudmail any problems to Reignfyre immediately.

    Perilous Realms presents: The Orc Caverns

    August 3, 2010 Update 2 --->

    Someone has stolen the heart of the midnight thicket. Should you choose
    to accept it, you job will be to journey through the intense thicket
    and find whomever snatched the percious item. Hopefully you can return
    the heart and restore the midnight thicket to its former glory. You
    will find plenty of monsters here to enjoy killing to your hearts
    content. The suggested levels for this area are 15 to 50.

    Perilous Realms presents: Heart of Darkness

    August 3, 2010 Update 1 --->

    It's a bright sunny day in Oldport for a change. The high council has
    decided the citizens make take a beach day on the beautiful Pharsica
    shoreline. Please come and join the citizens for a wonderful day on the
    Oldport beach. The salty sea air is quite wonderful and we hear the
    water is lovely this time of the year! Level suggestions 50 to 150.

    Perilous Realms presents: Oldport Beach

    July 27, 2010 --->

    A new path has opened in the forest outside of town! The destroyed
    tree branches are rough and ruggedly cut, the work of lesser creatures
    indeed! Please explore this new area and expunge these creatures as
    soon as possible. The town of Midgard requires your immediate
    attention!

    Many thanks to Slade for working so hard on this new area!
    Level suggestions for this new area is 50 to 150. There are many new
    mobs and pieces of eq for you to enjoy, so please feel free to explore.
    Please contact Reignfyre immediately with any problems.

    Perilous Realms presents: The Goblin Kingdom

    June 10, 2010 --->

    The PR server is now running on Alcanzar's home server again.
    The player files from the server that Fionn was renting were
    partially nuked when the server quota was exceeded, so I've
    restored the last backup that I could find.

    I will be periodically checking into the server, but don't
    expect to see me around much... I just couldn't stand to see
    the server completely die.

    -Alc


    April 5th, 2010 --->

    Apologies, there was a hardware failure on the server. This has
    resulted in an unscheduled downtime and instability on the server.
    I am currently working on the instability. I hope to have this
    solved soon - Fionn (the original)

    NOTE: there was also a kernel/OS change and the server needs
    to be recompiled. This requires me to find Alcanzar to get
    additional information. To overcome the issue, I am temporarily
    using the PR3 code. I've backed up all the accounts. I'm not
    sure what code differences there are in PR3 (so long ago since
    I've written it) but at least it compiles. I'll look into
    fixing at least on of the codebases asap but RL will cause
    me some delays. Sorry about this. - FIONN



    May 20th, 2009 --->

    A grand adventure has opened up near the zoo. The carnival has
    rolled into Midgard. Come in and join the excitement! There are
    many rides and lots of yummy carnival food to enjoy. The level
    ranges for the carnival are 15-75. Lots of new mobs to kill and
    new equipment for your newbie characters. Please report any
    problems to Reignfyre.

    Perilous Realms presents: The Carnival.

    May 19th, 2009 --->

    The restriction on rolling new characters has been lifted.
    Pending that there is no abuse of the roller this will remain
    disabled for the foreseeable future.


    May 17th, 2009 --->

    -=* CODE CHANGE *=-

    Effective immediately the prize pot for winning at the arena is
    significantly increased.

    -Perci

    May 17th, 2009 --->

    -=* NEW AREA ANNOUNCEMENT *=-

    A path has opened up on Westend Lane that leads to a gigantic mansion.
    The mansion is designed for levels 15 to 100. There are many new rooms,
    and monsters to kill. Please report any issues directly to Reignfyre.

    Perilous Realms presents : The Filthy Mansion


    May 14th, 2009 --->

    The "Anonymous" mode will no longer hide your level/class/race from
    the "who" listing.


    May 14th, 2009 --->

    I am pleased to announce that the Head Enforcer position has
    be filled. I am happy to welcome Taank back to the administrative
    team to fill this role. Please direct any questions or concerns
    regarding mud policies and procedures to Taank directly.

    We have also filled the Webmaster position. Welcome back Slade, the
    original creator of the new and improved PR website.

    Percival

    May 13th, 2009 --->

    Please use the "TYPOS" command to report any spelling errors.

    May 13th, 2009 --->

    To assist in the rebirth of the playerbase, the bounce room has been
    magicked and now regenerates your hitpoints, moves, and mana faster
    than normal.

    May 12th, 2009 --->

    Please use the "idea" command for suggestions, I have removed the old
    messy format and will be checking the file daily.

    -Perci

    May 12th, 2009 --->

    Bounce experience has been tripled to assist in the transition process.


    May 12th, 2009 --->

    The world has been cleansed. As previously announced Perilous Realms is now in
    phase 1 of the rebirth. There has been a complete player wipe and all equipment
    will be unmaxxed by weeks end. We believe that this is the right direction for PR
    to go in and hope that everyone will give this a fair chance to start fresh and move
    forward.

    We are currently taking applications for immortals especially for our Questing team,
    as well as applications for builders.

    NOTICE TO IMMORTALS: Please email me at perilous_realms@yahoo.ca to have your immortal
    re-instated. Immortals will be reimbed to Guest status if they are going to be
    inactive. Please forward code/building/mud suggestions to Percival ASAP.


    I encourage everyone to give this new start a go.


    - Percival, Chief Implementor of Perilous Realms -

    pr@phoenix:~/PR1/lib$