<--Back

 MUD NEWS ARCHIVE



This is not meant to be a complete news list, only general additions and overall changes, apart from a little of a history archive. If you think I missed something, let me know! I hope this list will be useful for people who haven't logged on for a while and want to see a little of what has changed. Dates are set year/month/day, the way I'm used to it ;-p


2005.12.01 - Changes to fix and leatherwork and a new command for wood items called repair is introduced
2005.10.30 - Guard changed,  it now only use blocking against dodge
2005.10.11 - Warcry downgraped. There's now a tactics skill check comparison with the opponent and varying degrees of success.
2005.10.xx - Group assist is now disabled when you are 5 minutes idle or more, but will resume when you unidle

2005.09.19 - Inhume has been expanded, including using instruments, and every spec has a unique way. Check "help inhume" for more.
2005.09.02 - Sto Lat changed and in a new shape, see last Sto Lat map before the changes
2005.08.02 - A new village, Bleak Prospects, added east of Scrogden in SUR. Beware zombies at night!
2005.08.02 - New coins in Lancre: The Lancre tencrown and the Lancre hedgehog (which is worth 144 crowns)
2005.08.01 - Lancre Town now has a real estate office and housing is available

2005.07.31 - A new Warriors' Guild spec, Duchess Saturday's Musketeers, has opened in Genua City
2005.07.30 - New additon to the group command, see "group help request"
2005.07.20 - The portal/passage/flying restriction between CWC and the rest of the Disc has been lifted
2005.07.18 - Major shield was granted to Sek and Pishe, making it a general ritual to all gods
2005.07.15 - Skill checks have been changed so that succeeding with a task is closer tied to your actual skills, rather than to total randomness

2005.07.15 - Clay Lane, a street in the southwest of A-M, has been renovated.
2005.07.07 - The Ephebe and Tsort deserts were put in their right places, the Oasis is now to the south of DJB
2005.06.29 - Criminal records in Genua City have been wiped as a result of a change to the City Guards there
2005.06.04 - You can now edit your posts on the boards, it'll cost one post
2005.06.04 - Pishe gets a new home in Ankh-Morpork, a water park located in the Apothecary Gardens terrain

2005.06.04 - The Warriors' Guild title ranges were changed and added was the ability to choose any previous title when you hit the last one
2005.06.03 - The Priests' Guild title ranges were changed and added was the ability to choose any previous title when you hit the last one
2005.05.31 - The Thieves' Guild got new and improved guild titles and the ability to choose any previous title when you hit the last one
2005.05.30 - The village of Escrow was the first "real place" to make it into the game in the terrains in the Uberwald area
2005.03.24 - The first sightings of the Nac Mac Feegle, on a small island north of BlackGlass, were reported on this day

2005.02.26 - Due to a bug, skill checks were not taking abilities into account as much as intended. You may find some things easier and some things harder
2005.01.06 - Kill now has a moments delay, so you cannot use an alias like "kill $*$; <special> $*$ with weapon" unless it lags a lot...
>---<
2004.11.29 - Wimpy has been changed to be safer
2004.11.22 - The in-game maps you can buy have been tweaked. For one, you may now tm ot.di, as "consult" use other gp
2004.11.05 - The Ramtops Area is now a terrain, like the Surroundings. See the last Ramtops map before the terrains

2004.11.02 - Xp rates changed: Both up and down for npcs, up for guild commands and up for non-guild command
2004.10.31 - You may now switch gender when using refresh
2004.10.08 - The "map" command now works in cities as well as in terrain
2004.10.08 - When walking in terrain you can now see a small map together with the regular look, if you switch on "options output lookmap"
2004.09.14 - Crystal Balls "switched off" - no longer usable to scry with

2004.09.10 - New command for witches, "squint", with various effects. Learn it from Millie Hopgood
2004.08.26 - The Dysk, the glorious opera house of Ankh-Morpork situated on the Isle of Gods, was added to the game
2004.08.26 - New rules for Player Shops: You lease it for a period of 2 Discworld years and then it goes to auction again
2004.08.25 - Trading Gods - Followers of Gods may now switch gods, but not easily
2004.08.21 - A few new villages added to the Ramtops.

2004.08.13 - Assassin specialisations introduced - Assassins in AM, the Hashishim in Klatch, Ninjas in CWC and the Mano Rossa in Genua
2004.08.13 - Genua City made it into the game!
2004.08.04 - Rituals for non-priests - Changed for most gods and all have different now
2004.07.24 - The Bes Pelargic Wizards' Guild has grown with new things and new spells
2004.07.08 - Old style wards were removed.

2004.06.xx - The spell JPCT (portal) is harder and the fail of misportalling is back again!
2004.05.13 - The Ramtops area has been updated and a few things added. See the last old version here.
2004.04.xx - New command "bandage" for use with crafts.medicine.firstaid. You may tear clothing to get strips to bandage with.
2004.04.12 - Magical Artefacts now use magic guild points. If you have little magic gp, be aware.
2004.04.12 - Priest npcs in AM are now "real priests" - they use rituals.

2004.04.03 - The watch command now works much like sneak, with three levels and active gp drain.
2004.04.02 - Red staves were downgraped
2004.03.31 - Other.perception may now help you see a little in marginal light conditions.
2004.03.18 - The xp return for teaching now varies, with 10% seemingly the max. It can also use gp and tm.
2004.02.25 - Khot-lip-khin was removed and replaced with Djelibeybi. See the last map of KLK here.

2004.02.23 - Blue crystal rings were altered. Where you end up is no longer sure.
2004.02.13 - The damage weapons suffer against trolls and trees have been lowered, but some blunt weapons will damage now.
2004.02.08 - Fighting tree change - A new skill tree for fighting, Warrior Specializations & More!
2004.01.15 - Mr. Rendtnor no longer fixes jewellery for free.
2004.01.xx - Minor changes to AM around Short Street and SOSG. Sandelfons' Temple moved northeast on SOSG.
>---<
2003.10.xx - Command xp is up and some kill xp is down.
2003.10.xx - New command, pursue, to use with the skills other.movement.following.evade/pursuit.
2003.08.15 - Bois, a little village near Genua, is introduced.
2003.08.13 - New skills, likely to be used with follow and lose: other.movement.following.evade/pursuit

2003.08.01 - A new option for roleplayers, 'options personal roleplaying = on/off'. Read "help roleplaying".
2003.07.25 - Score stats now shows how a stat is changed, e.g. "Constitution ... 13 (3)" (normal con 10).
2003.07.15 - The code for the small turquoise vials (healing) were finally removed from the game, as Terano promised :-(
2003.06.xx - All shops now have a safe. Safecrackers, have fun!
2003.06.xx - Backstab and ambush now rely on melee skills to hit, so you can succeed at surprising but get 0 hits.

2003.06.xx - The difficulty of rituals are now affected by things like your location and when you last prayed.
2003.06.xx - New command: 'appraise' - Use it to check the size and composition of items.
2003.04.21 - New wards system/rituals. You now imbue items with rituals that will go off when stolen.
2003.04.xx - You can no longer set wimpy higher then 30%, due to some people abusing 100% wimpy.
2003.03.27 - Top Ten Tables are removed from the game. I'll miss them, a lot :-(
>---<
2002.08.03 - The Uberdowngrape - Some stuff about the big change that took place on August 3rd, in 2002
2002.06.xx - Creator Collector Cards added
2002.02.xx - CWC added to the MUD (on a Thursday...)
>---<
1999.07.09 - The Cut - Some stuff about the 'Skills Cut' that took place the 9-10 July in 1999
1999.03.xx - My first page - Some stuff from a when I started this page
1999.01.23 - Results of the first ever MUD Osrics, hosted by Threed/Strychnine
>---<
1998.08.03 - Airk first logs on to the Discworld MUD! ;-)

I wish I had started playing earlier so that I'd have even more of the old stuff to show. I would really, really, really like older maps if anyone has any please! If you have any other old info or suggestions, email/mudmail/tell me! 


MY FIRST PAGE

My first maps were basicly just altered copies of Choppy's maps. I had emailed and asked Choppy about it and he was fine with it as long as I gave him credit. I reworked my maps completely since then, but I still like to credit him on all his great work. Have a look at my first Ankh-Morpork, from March 1999.

To the top


THE 'SKILLS CUT'

There was a cut in skills around the 9-10 July in 1999, which was announced beforehand. We got a command called "newskills" that let us see what our new skills were most likely to look like. The result was that everyone had all their skills lowered and the cost of advancing in the guilds were increased. To get to know more about the reasons for the cut and how it was done, have a read of what Cereshas written on his own page.

Maps from around this time:

Ankh-Morpork >< Sto Plains and further Hubwards >< Klatch

Top Ten boards in all guilds from July 1999:

 High Score Table: Assassins' Guild
            Sorted by rating
    -=- Fri Jul  9 14:55:29 1999 -=-

   1. Lolita       : level  627    86D
   2. Karek        : level  514    93D
   3. Landis       : level  438    68D
   4. Toushin     : level  414    65D
   5. Khan         : level  420    65D
   6. Insidius     : level  245    86D
   7. Huma         : level  364    63D
   8. Ukko         : level  319    74D
   9. Janus        : level  348    52D
  10. Pip          : level  330    39D

 High Score Table: Priests' Guild
            Sorted by rating
    -=- Fri Jul  9 15:06:56 1999 -=-

   1. Yukk         : level 1005   285D
   2. Moloch       : level  603   134D
   3. Brighid     : level  597   132D
   4. Cadderly     : level  544   130D
   5. Thoin        : level  664   114D
   6. Brindle      : level  670   120D
   7. Ocdt         : level  622    92D
   8. Yves         : level  488   104D
   9. Kissaki      : level  415    99D
  10. Latazum      : level  477    75D

 High Score Table: Thieves' Guild
            Sorted by rating
    -=- Fri Jul  9 14:54:16 1999 -=-

   1. Scarlett     : level  553   187D
   2. Midian       : level  557   138D
   3. Raigna       : level  609   121D
   4. Desparil     : level  442   128D
   5. Pyretic      : level  393   120D
   6. Fingil       : level  458    88D
   7. Pepsi        : level  391   104D
   8. Venger       : level  312    87D
   9. Emily        : level  316    80D
  10. Harbringer   : level  321    76D

  High Score Table: Warriors' Guild
            Sorted by rating
    -=- Fri Jul  9 14:46:31 1999 -=-

   1. Lanfear      : level  763   210D
   2. Jakka        : level  803   190D
   3. Klahn        : level  674   126D
   4. Balwog       : level  631   121D
   5. Arielle      : level  422   124D
   6. Vip          : level  342   151D
   7. Silvara      : level  422   109D
   8. Mactruck     : level  473    79D
   9. Shara        : level  480    80D
  10. Elessar      : level  452    75D

 High Score Table: Witches' Guild
            Sorted by rating
    -=- Fri Jul  9 17:12:52 1999 -=-

   1. Hufte        : level  434   102D
   2. Dlsss        : level  365    96D
   3. Aerin        : level  359    84D
   4. Carpanag     : level  340    71D
   5. Siel         : level  312    63D
   6. Quece        : level  291    71D
   7. Rae          : level  300    50D
   8. Ibblek       : level  272    57D
   9. Nifty        : level  283    70D
  10. Harri        : level  246    60D

  High Score Table: Wizards' Guild
            Sorted by rating
    -=- Fri Jul  9 17:14:18 1999 -=-

   1. Avon         : level  678   179D
   2. Belcar       : level  537   131D
   3. Talen        : level  616   113D
   4. Alumwhistle  : level  523   131D
   5. Candlewhiff  : level  391   136D
   6. Blackheart   : level  548   100D
   7. Aiwendil     : level  507    94D
   8. Griffin      : level  361   106D
   9. Falkentyne   : level  500    79D
  10. Erin         : level  434    91D

Main 'top ten':

Top ten - Sorted by rating.
---------------------------
   1.Yukk (priest): level 1005, 285D.
   2.Lanfear (warrior): level 763, 209D.
   3.Jakka (warrior): level 803, 189D.
   4.Avon (wizard): level 678, 178D.
   5.Scarlett (thief): level 553, 187D.
   6.Midian (thief): level 557, 138D.
   7.Klahn (warrior): level 674, 126D.
   8.Belcar (wizard): level 537, 131D.
   9.Raigna (thief): level 609, 121D.
  10.Talen (wizard): level 616, 113D.
  11.Moloch (priest): level 603, 134D.
  12.Balwog (warrior): level 630, 121D.
  13.Alumwhistle (wizard): level 523, 131D.
  14.Brighid (priest): level 597, 131D.
  15.Cadderly (priest): level 544, 130D.
 

Here is Airk's skills before and after 'the Cut', as an example:
 
> skills
====SKILLS=======Level/Bonus====
covert..............   67  198
| stealth...........   55  189
| | inside..........   62  196
| | outside.........   52  186
| | underwater......   52  186
| hiding............   52  174
| | person..........   52  174
| | object..........   52  174
| lockpick..........  107  194
| | doors...........  131  207
| | safes...........   68  175
| | traps...........  123  203
| manipulation......   52  186
| | palming.........   52 186
| | passing.........   52  186
| | sleight-of-hand.   52  186
| | stealing........   54  188
| casing............   52  153
| | person..........   52  153
| | place...........   52  153
| items.............   52  163
| | poisons.........   53  164
| | traps...........   52  163
| | weapons.........   52  163
| points............  100  191

crafts..............   53  154
| smithing..........   53  154
| | gold............   52  153
| | silver..........   52  153
| | black...........   57  172
| | | tools.........   52  166
| | | weapons.......   66  178
| | | armour........   53  167
| carpentry.........   52  153
| | furniture.......   52  153
| | coopering.......   52  153
| | turning.........   52  153
| | whittling.......   52  153
| pottery...........   50  151
| | forming.........   63  161
| | | throwing......   74  167
| | | shaping.......   52  153
| | glazing.........   44  145
| | firing..........   45  146
| materials.........   52  153
| | tanning.........   52  153
| | weaving.........   52  153
| | spinning........   52  153
| points............   58  158

faith...............  122  161
| rituals...........   70  140
| | offensive.......   52  130
| | | area..........   52  130
| | | target........   52  130
| | defensive.......   52  130
| | | area..........   52  130
| | | self..........   53  131
| | | target........   52  130
| | curing..........  142  169
| | | self..........  221  200
| | | target........   63  137
| | misc............   52  130
| | | area..........   52  130
| | | self..........   52  130
| | | target........   52  130
| | special.........   52  130
| items.............   96  151
| | rod.............  120  160
| | scroll..........   72  141
| points............  201  192

fighting............  413  408
| combat............  310  348
| | melee...........  358  376
| | | sharp.........  357  375
| | | pierce........  370  383
| | | blunt.........  401  401
| | | unarmed.......  304  344
| | range...........  300  339
| | | thrown........  300  339
| | | fired.........  300  319
| | parry...........  332  361
| | | melee.........  364  379
| | | range.........  300  342
| | dodging.........  305  315
| | | melee.........  310  318
| | | range.........  300  313
| | special.........  255  315
| | | weapon........  302  320
| | | unarmed.......  302  320
| | | tactics.......  162  177
| points............  516  441

magic...............   52  130
| spells............   52  130
| | offensive.......   52  130
| | defensive.......   52  130
| | misc............   52  130
| | special.........   52  130
| methods...........   52  130
| | elemental.......   52  130
| | | air...........   52  130
| | | earth.........   52  130
| | | fire..........   52  130
| | | water.........   52  130
| | mental..........   52  130
| | | animating.....   52  130
| | | channeling....   52  130
| | | charming......   52  130
| | | convoking.....   52  130
| | | cursing.......   52  130
| | physical........   52  153
| | | binding.......   53  154
| | | brewing.......   52  153
| | | chanting......   52  153
| | | dancing.......   52  153
| | | enchanting....   52  153
| | | evoking.......   52  153
| | | healing.......   52  153
| | | scrying.......   52  153
| | spiritual.......   52  130
| | | abjuring......   52  130
| | | banishing.....   52  130
| | | conjuring.....   52  130
| | | divining......   52  130
| | | summoning.....   52  130
| items.............   52  130
| | held............   52  130
| | | wand..........   52  130
| | | rod...........   52  130
| | | staff.........   52  130
| | | broom.........   52  130
| | worn............   52 130
| | | amulet........   52  130
| | | ring..........   52  130
| | scroll..........   52  130
| | talisman........   52  130
| points............   52  130

other...............    -    -
| tracking..........   52  130
| swimming..........   52  183
| riding............    -    -
| | horse...........   52  178
| | camel...........   52  178
| climbing..........    -    -
| | tree............   52  174
| | rock............   52  174
| | rope............   52  174
| valueing..........    -    -
| | gems............   52  130
| | jewellery.......   52  130
| | weapons.........   52  130
| | armour..........   52  130
| evaluating........    -    -
| | weapons.........  301  232
| | armour..........  300  232
| perception........  254  214
| direction.........   52  153
| health............  493  416
| points............   82  181
| language..........    -    -
| | common..........    -   -
| | | spoken........  100    -
| | | written.......  100    -
| | djelian.........    -    -
| | | spoken........   90    -
| | | written.......   90    -
 

> skills
====SKILLS=======Level/Bonus===
covert..............   63  196
| stealth...........   53  187
| | inside..........   59  194
| | outside.........   50  184
| | underwater......   50  184
| hiding............   50  172
| | person..........   50  172
| | object..........   50  172
| lockpick..........   98  190
| | doors...........  119  200
| | safes...........   65  173
| | traps...........  112  197
| manipulation......   50 184
| | palming.........   50  184
| | passing.........   50  184
| | sleight-of-hand.   50  184
| | stealing........   52  186
| casing............   50  151
| | person..........   50  151
| | place...........   50  151
| items.............   50  161
| | poisons.........   51  162
| | traps...........   50  161
| | weapons.........   50  161
| points............   93  187

crafts..............   50  151
| smithing..........   51  152
| | gold............   50  151
| | silver..........   50  151
| | black...........   54  168
| | | tools.........   50 164
| | | weapons.......   63  176
| | | armour........   51  165
| carpentry.........   50 151
| | furniture.......   50  151
| | coopering.......   50  151
| | turning.........   50  151
| | whittling.......   50  151
| pottery...........   48  149
| | forming.........   60  160
| | | throwing......   70  165
| | | shaping.......   50  151
| | glazing.........   43  144
| | firing..........   43  144
| materials.........   50  151
| | tanning.........   50  151
| | weaving.........   50  151
| | spinning........   50  151
| points............   55  156

faith...............  109  156
| rituals...........   64  138
| | offensive.......   50  128
| | | area..........   50  128
| | | target........   50  128
| | defensive.......   50  128
| | | area..........   50  128
| | | self..........   51  129
| | | target........   50  128
| | curing..........  124  162
| | | self..........  188  188
| | | target........   60  136
| | misc............   50  128
| | | area..........   50  128
| | | self..........   50  128
| | | target........   50  128
| | special.........   50  128
| items.............   89  148
| | rod.............  110  156
| | scroll..........   68  140
| points............  174  182

fighting............  308  346
| combat............  248  311
| | melee...........  279  329
| | | sharp.........  279  329
| | | pierce........  287  333
| | | blunt.........  306  345
| | | unarmed.......  246  310
| | range...........  243  305
| | | thrown........  243  305
| | | fired.........  243  287
| | parry...........  263  319
| | | melee.........  284  332
| | | range.........  243  307
| | dodging.........  246  284
| | | melee.........  250  286
| | | range.........  243  281
| | special.........  210  289
| | | weapon........  244  288
| | | unarmed.......  244  288
| | | tactics.......  144  170
| points............  369  359

magic...............   50  128
| spells............   50  128
| | offensive.......   50  128
| | defensive.......   50  128
| | misc............   50  128
| | special.........   50  128
| methods...........   50  128
| | elemental.......   50  128
| | | air...........   50  128
| | | earth.........   50  128
| | | fire..........   50  128
| | | water.........   50  128
| | mental..........   50  128
| | | animating.....   50  128
| | | channeling....   50  128
| | | charming......   50  128
| | | convoking.....   50  128
| | | cursing.......   50  128
| | physical........   50  151
| | | binding.......   51  152
| | | brewing.......   50  151
| | | chanting......   50  151
| | | dancing.......   50  151
| | | enchanting....   50  151
| | | evoking.......   50  151
| | | healing.......   50  151
| | | scrying.......   50  151
| | spiritual.......   50  128
| | | abjuring......   50  128
| | | banishing.....   50  128
| | | conjuring.....   50  128
| | | divining......   50  128
| | | summoning.....   50 128
| items.............   50  128
| | held............   50  128
| | | wand..........   50  128
| | | rod...........   50  128
| | | staff.........   50  128
| | | broom.........   50 128
| | worn............   50  128
| | | amulet........   50  128
| | | ring..........   50  128
| | scroll..........   50  128
| | talisman........   50  128
| points............   50  128

other...............    -    -
| tracking..........   50  128
| swimming..........   50  180
| riding............    -    -
| | horse...........   50  176
| | camel...........   50  176
| climbing..........    -    -
| | tree............   50  172
| | rock............   50  172
| | rope............   50  172
| valueing..........    -    -
| | gems............   50  128
| | jewellery.......   50  128
| | weapons.........   50  128
| | armour..........   50  128
| evaluating........    -    -
| | weapons.........  244  210
| | armour..........  243  209
| perception........  212  197
| direction.........   50  151
| health............  357  343
| points............   77  178
| language..........    -    -
| | common..........    -    -
| | | spoken........  100    -
| | | written.......  100    -
| | djelian.........    -    -
| | | spoken........   90    -
| | | written.......   90    -
 

To the top


THE 'ÛBERDOWNGRAPE'

We were informed of the change quite early:

---
Note #8 posted at Wed May 29 Title: "uberdowngrape"

Morning,

On August the 3rd we will be implementing some major changes on Discworld.  This is just a pre-warning.  Some of the main things that will be changed are:

   * New combat system
     * Using skill against skill tests
     * Rewritten (and new) specials
     * Configurable HP monitor speed
     * New tactics:
        * Extra offense/defense settings, focus on body location
     * Defend (like protect but you only parry for them)
     * Two-handed weapons can be held in a single hand
     * Standardised weapons & armour
     * New magical shielding system
     * Defensive spells & rituals rewritten
   * New am map and layout
     * A complete (not finished, just complete) AM at last!
   * New sur map and layout
   * Allowing people to start in new cities
   * Resetting peoples pk status
   * Allowing another rearrange
   * Adding in some craft related skills
     * Some means about a hundred!
   * Changing the skill/stat relationship

This will be a major upgrade of a lot of elements of the code.  Things will likely be very chatotic for a little bit around this time.  So if you want to go on holiday you know when to choose ;)

Good luck!
Pinkfish.
---

Then just a few days before the change, Ceres made a more complete description of the changes:
(Note that all of this may not have been implemented the way it was thought, or at all)

---
Note #10 by Ceres at Wed Jul 31 13:55:39 2002 on board announcements

As August 3rd approaches we are solidifying the details of what will change so here is some more information.

It is _extremely_ important to understand that on August 3rd any number of things may be broken or simply unbalanced. We know that many things will need rebalancing (mostly NPCs downgrading and commands, spells & rituals being made easier).

What's changing?
----------------

- Skill tree
  We're moving certain skills around and adding a _lot_ of crafts skills.  There won't immediately be any use for these new craft skills, however they are important for the development of the crafts system. Without the skill tree it becomes really hard to abstract the stages of crafting.

- Skill/stat relationships
  The relationship between skills & stats is changing substantially. Currently many skills depend on a single stat. If you've ever played any RPGs you'll have noticed that RPGs don't tend to do this at all. The reason is that it causes individual stats to become far too important for a given character type (or class). We have seen the same thing here on DW.

  The advantage of a 23 Int to a wizard (for example) is so overwhelming that there is practically no other choice. The point of these changes is to narrow the gap between an extreme and a more generalist rearrange so that players have a real choice that they don't currently have.

  Clearly this change is going to seriously change the balance of abilities and we know that we're going to need to make many spells, rituals, commands and npcs much easier!

  I can't stress this enough. The point of these changes is not to decrease peoples abilities. We will change things to suit the new bonuses that are achievable.

- Stat/bonus relationship
  The stat to bonus relationship is becoming non-linear. This works with the skill/stat relationships to make less extreme rearranges more appealing. Because of the non-linear relationship rearrange will allow players to rearrange up to 28 if they so desire. Even though I expect most won't want to go that far the choice is there.

  The balance point for the change is 15. Stats above 15 will give less bonus than before while stats below 15 (ie. the majority) will give a greater bonus than before.

- Magical defense system
  There's a new system that allows magical shields to register with the armour system rather than shadowing query_ac(). This has two advantages. Firstly it does without shadows (which helps performance) and secondly it allows shields to register as being outside of armour (that's what shadowing did) but alternatively to register as being _inside_ armour (just above the skin) which is far more logical for the troll skin armour for example.

- Combat system
  The current combat system code is horrendous (just ask anyone who's tried working on it). It was written in 1995 by a physicist. Since then it has been hacked about, modified and upgraded and is now a nightmare. The new one started as a code tidyup and turned into a total rewrite.

  The new system is based on a different approach to the old one. Each attack is done as a skill against skill test rather than as an attack skill check then a defense skill check.

  This means that the new system is rather more sensitive to relative skills. A player with a 200 offensive bonus is unlikely to get past the defenses of an NPC with a 1000 defensive bonus regardless of how many negative modifiers the NPC has.

  We will, therefore, need to downgrade some of the NPCs who've been given extreme levels to compensate for issues with the current system. In addition we will increase the death XP (probably doubling it) given by NPCs to compensate for their being more difficult level for level.

  The combat system has some nice new features too.
   + more interesting damage messages
   + more offense & defense tactics
   + variable rate hp monitor
   + verbosity control for third-party combat messages
   + ability to focus on (target) specific body parts
   + ability to hold two-handed weapons in a single hand
   + new specials: feint, shove & trip (more to come :)
   + specials can be queued
   + defend as well as protect (defend means you'll parry for someone but you won't take a hit for them)
   + many more factors affect combat: strength, dexterity, visibility, light levels, encumberance, injury, number of weapons wielded, weapon weight, relative weights of offensive & defensive weapon (or shield) and many more.

  The new combat system does not implement new ranged or unarmed combat. These will (I hope) follow once the new system is bedded down and working nicely. Apart from the goodies listed above the new system is far better in its structure, documentation and flexibility. Each stage of combat is clearly separated out and documented. The system for combat
  specials allows any and all stages of combat to be overridden or augmented, both offensively and defensively, providing far greater flexibility in specials e.g. feint, trip and shove. As a truly extreme example, The floating shield spell now works as a defensive special! In addition the new structure should make adding critical success & failure (injuries), combat on horses and other future enhancements much easier to implement.

- Specials
  The new combat system features new specials. Many of them have the same names as the existing ones but they are, like the combat system, completely new -- only the name has been unchanged to confuse the guilty (or something :).

  Which specials can be used is determined by the weapons attacks. Their difficulty and damage values are similarly dependent on the skill of the user and the weapons attacks thus none of the standard combat specials are any more, or less, powerful than any other, it all depends on the weapon.

- Weapons
  Weapons have been rebalanced and standardised so that they should have much more suitable weights, lengths, materials & damages.

  In addition the weapons have been given standard attack names that correspond to the new specials :-
  stab   - light piercing weapons
  pierce - heavy piercing weapons
  bash   - light blunt weapons
  smash  - heavy blunt weapons
  slash  - light sharp
  slice  - heavy sharp
  hack   - light axes (sharp still but axes rather than bladed weapons)
  chop   - heavy axes

  impale, behead, crush & cleave are warrior only. They are basically the same as pierce, smash, slice & chop but do a tad more damage and have some nifty side-effects if you kill your opponent. In due course we may implement more guild-specific attacks like this that feature messages and perhaps side-effects that fit more closely to a guilds theme.

- Armours
  All the armours have been reworked to be more balanced and more consistent (ie. heavier armour tends to stop more damage than lighter armour!).

- Carrying capacity
  Players are now limited to 10 'carried' items. Originally it was 5 + Dex but that was set back when the only carryable container was a small chest. Now that we have backpacks, sacks, clothing with pockets and containers of all sizes and descriptions it makes sense to reduce the limit a little to help avoid massive packratting leading to performance  problems.

- Stats
  All bonus statistics given out by quests will be removed. In addition players will receive a second rearrange so that they can apply their stats to the new skill/stat relationships and the (possibly) reduced stats.

- PK Flag removal
  The changes are so extreme that we felt it's the right time to remove all players PK flags (except Assassins and those in the PK wizard order) so that players can make a choice once they see how the game works.

- Wizard scrolls
  Keeping large numbers of these in your inventory may lead to their exploding depending on your magic.spells.special bonus. Players should be aware that leaving large numbers of scrolls in other containers (such as vaults) may also lead to their exploding.

- Starting Position, Nationality and Region
  Players will get to choose a nationality and region. These will affect language with the 'common' language going away.

- New AM
  What can I say? AM has been completely reworked. The sometimes old, sometimes even pre-Discworld code has been taken away and replaced with shiny new code, exciting terrains and a complete AM. Not complete as in finished, there's much more to do and far more to add, but complete as in you can walk around the whole city, across all the bridges etc. etc.)

- Sur terrains
  We're filling in the blanks. Gradually all the gaps between the different cities are being filled with terrains that allow you to explore in great depth or journey across them quickly. This change will add the Sur terrains to the game.

The Plan(TM)
------------
Around 10am Seattle time we'll shutdown the mud and bring it back up creator-only. Once we've got all the changes in place we'll enable player logins and start fixing all the bugs and other problems that you find for us :)
---

Here are my final maps before the changes (including the first CWC map, which was re-aligned a little earlier):

Ankh-Morpork >< Sto Plains and further Hubwards >< Sto Lat >< Klatch >< Counter Weight Continent

Top Ten boards in all guilds from August 2002:
(Note that a player will drop off the board if they are inactive for a few days)

   High Score Table: Assassins' Guild
            Sorted by rating
    -=- Sat Aug  3 08:46:09 2002 -=-

   1. Kitiana      : level  338   234D
   2. Fayte        : level  346   186D
   3. Ukko         : level  306   179D
   4. Skyhigh      : level  306   148D
   5. Vermillion   : level  316   145D
   6. Insidius     : level  266   126D
   7. Seethe       : level  304   110D
   8. Shinobi      : level  304   129D
   9. Rumatha      : level  291   113D
  10. Toushin     : level  340    91D

    High Score Table: Priests' Guild
            Sorted by rating
    -=- Sat Aug  3 08:30:18 2002 -=-

   1. Ocdt         : level  420   243D
   2. Thoin        : level  440   219D
   3. Genesis      : level  400   222D
   4. Nyanjen      : level  320   236D
   5. Tarzan       : level  328   198D
   6. Brindle      : level  437   160D
   7. Hurukan      : level  280   185D
   8. Kissaki      : level  335   163D
   9. Poggin       : level  311   170D
  10. Warrax       : level  351   197D

    High Score Table: Thieves' Guild
           Sorted by rating
    -=- Sat Aug  3 08:32:21 2002 -=-

   1. Midian       : level  409   274D
   2. Desparil     : level  349   268D
   3. Cold         : level  377   235D
   4. Matrim       : level  301   207D
   5. Hinge        : level  305   208D
   6. Raigna       : level  410   125D
   7. Dantheman    : level  329   146D
   8. Eldric       : level  245   173D
   9. Mimer        : level  283   159D
  10. Serenity     : level  349   139D

    High Score Table: Warriors' Guild
            Sorted by rating
    -=- Sat Aug  3 09:45:10 2002 -=-

   1. Silvara      : level  398   260D
   2. Balwog       : level  427   216D
   3. Rondros      : level  385   184D
   4. Ximthea      : level  335   257D
   5. Darien       : level  339   228D
   6. Shara        : level  403   178D
   7. Glennridge   : level  340   164D
   8. Taboo        : level  333   154D
   9. Fraze        : level  304   205D
  10. Klahn        : level  435   132D

     High Score Table: Witches' Guild
            Sorted by rating
    -=- Sat Aug  3 08:34:07 2002 -=-

   1. Ibblek       : level  344   273D
   2. Hufte        : level  347   147D
   3. Miki         : level  301   146D
   4. Aalizjiane   : level  311  108D
   5. Megarodan    : level   99   320D
   6. Asherah      : level  312   105D
   7. Myre         : level  305    88D
   8. Medea        : level  260   106D
   9. Katia        : level  291    92D
  10. Kaytriz      : level  267    75D

    High Score Table: Wizards' Guild
            Sorted by rating
    -=- Sat Aug  3 08:36:20 2002 -=-

   1. Braindeed    : level  400   278D
   2. Sekiri       : level  376   197D
   3. Nif          : level  360   157D
   4. Ecthelion    : level  400   155D
   5. Haplo        : level  329   173D
   6. Baines       : level  236   208D
   7. Greygrene    : level  365   245D
   8. Siren        : level  329   137D
   9. Reizak       : level  335   143D
  10. Erin         : level  329   135D

Main 'top ten':

Sorted by rating.

   1.Midian (thief):     level 409, 274D.
   2.Braindeed (wizard): level 400, 278D.
   3.Ocdt (priest):      level 420, 243D.
   4.Silvara (warrior):  level 398, 260D.
   5.Ibblek (witch):     level 344, 273D.
   6.Thoin (priest):     level 440, 219D.
   7.Balwog (warrior):   level 427, 216D.
   8.Desparil (thief):   level 349, 268D.
   9.Cold (thief):       level 377, 235D.
  10.Genesis (priest):   level 400, 222D.
  11.Rondros (warrior):  level 385, 184D.
  12.Kitiana (assassin): level 338, 234D.
  13.Sekiri (wizard):    level 376, 197D.
  14.Ximthea (warrior):  level 335, 257D.
  15.Matrim (thief):     level 301, 207D.

Combat:

I have saved some help files and logged some fights here, so that differences may be seen with how it used to look. Might not be the best examples, but just in case of interest.

The old crafts and other skill tree:

> skills crafts
=======SKILLS=======Level/Bonus======================
smithing     | | armour    pottery        materials
| gold       carpentry     | forming      | tanning
| silver     | furniture   | | throwing   | weaving
| black      | coopering   | | shaping    | spinning
| | tools    | turning     | glazing      points
| | weapons  | whittling   | firing

> skills other
=======SKILLS=======Level/Bonus======================
tracking   | rope        | armour     | | written
swimming   valueing      perception   | djelian
riding     | gems        direction    | | spoken
| horse    | jewellery   health       | | written
| camel    | weapons     points       | common
climbing   | armour      language     | | spoken
| tree     evaluating    | agatean    | | written
| rock     | weapons     | | spoken

The previous skill/stat relationships:

The way skills depends on stats were changed quite a bit in some skills, while not at all in others. I won't show you how it works today, but here are some tables on how they worked before the change.
 
Skills:
Con
Dex
Int
Str
Wis
covert
| stealth
| | inside.........
| | outside........
| | underwater.....
| hiding
| | person.........
| | object.........
| lockpick
| | doors..........
| | safes..........
| | traps..........
| manipulation
| | palming........
| | passing........
| | sleight-of-hand
| | stealing.......
| casing
| | person.........
| | place..........
| items
| | poisons........
| | traps..........
| | weapons........
| points...........
-
-
-

-
-

-
-
-

-
-
-
-

-
-

-
-
-
-

5
5
5

4
4

3
3
3

5
5
5
5

2
2

3
3
3
3

-
-
-

1
1

2
2
2

-
-
-
-

3
3

2
2
2
1

-
-
-

-
-

-
-
-

-
-
-
-

-
-

-
-
-
-

-
-
-

-
-

-
-
-

-
-
-
-

-
-

-
-
-
1

Skills:
Con
Dex
Int
Str
Wis
crafts
| smithing
| | gold...........
| | silver.........
| | black
| | | tools........
| | | weapons......
| | | armour.......
| carpentry
| | furniture......
| | coopering......
| | turning........
| | whittling......
| pottery
| | forming
| | | throwing.....
| | | shaping......
| | glazing........
| | firing.........
| materials
| | tanning........
| | weaving........
| | spinning.......
| points...........
-
-

-
-
-

-
-
-
-
 

-
-
-
-

-
-
-
-

2
2

1
1
1

2
2
2
2
 

2
2
2
2

2
2
2
2

2
2

1
1
1

2
2
2
2
 

2
2
2
2

2
2
2
2

-
-

2
2
2

-
-
-
-
 

-
-
-
-

-
-
-
-

1
1

1
1
1

1
1
1
1
 

1
1
1
1

1
1
1
1

Skills:
Con
Dex
Int
Str
Wis
faith
| rituals
| | offensive
| | | area.........
| | | target.......
| | defensive
| | | area.........
| | | self.........
| | | target.......
| | curing
| | | self.........
| | | target.......
| | misc
| | | area.........
| | | self.........
| | | target.......
| | special........
| items
| | rod............
| | scroll.........
| points...........

 

-
-

-
-
-

-
-

-
-
-
-

-
-
-


 

-
-

-
-
-

-
-

-
-
-
-

-
-
-


 

-
-

-
-
-

-
-

-
-
-
-

2
2
-


 

-
-

-
-
-

-
-

-
-
-
-

-
-
-


 

5
5

5
5
5

5
5

5
5
5
5

3
3
5

Skills:
Con
Dex
Int
Str
Wis
fighting
| combat
| | melee
| | | sharp........
| | | pierce.......
| | | blunt........
| | | unarmed......
| | range
| | | thrown.......
| | | fired........
| | parry
| | | melee........
| | | range........
| | dodging
| | | melee........
| | | range........
| | special
| | | weapon.......
| | | unarmed......
| | | tactics......
| points...........

 

-
-
-
-

-
-

-
-

-
-

-
-
-
-


 

2
2
2
2

3
2

2
2

4
4

2
2
-
1


 

-
-
-
-

-
1

-
-

1
1

1
1
3
-


 

3
3
3
3

2
2

3
3

-
-

2
2
-
3


 

-
-
-
-

-
-

-
-

-
-

-
-
2
1

Skills:
Con
Dex
Int
Str
Wis
magic
| spells
| | offensive......
| | defensive......
| | misc...........
| | special........
| methods
| | elemental
| | | air..........
| | | earth........
| | | fire.........
| | | water........
| | mental
| | | animating....
| | | channeling...
| | | charming.....
| | | convoking....
| | | cursing......
| | physical
| | | binding......
| | | brewing......
| | | chanting.....
| | | dancing......
| | | enchanting...
| | | evoking......
| | | healing......
| | | scrying......
| | spiritual
| | | abjuring.....
| | | banishing....
| | | conjuring....
| | | divining.....
| | | summoning....
| items
| | held
| | | wand.........
| | | rod..........
| | | staff........
| | | broom........
| | worn
| | | amulet.......
| | | ring.........
| | scroll.........
| | talisman.......
| points...........
-
-
-
-
 

-
-
-
-

-
-
-
-
-

-
-
-
-
-
-
-
-

-
-
-
-
-
 

-
-
-
-

-
-
-
-
-

-
-
-
-
 

-
-
-
-

-
-
-
-
-

2
2
2
2
2
2
2
2

-
-
-
-
-
 

-
-
-
2

-
-
-
-
-

5
5
5
5
 

5
5
5
5

3
3
3
3
3

3
3
3
3
3
3
3
3

5
5
5
5
5
 

5
5
5
3

5
5
5
5
5

-
-
-
-
 

-
-
-
-

-
-
-
-
-

-
-
-
-
-
-
-
-

-
-
-
-
-
 

-
-
-
-

-
-
-
-
-

-
-
-
-
 

-
-
-
-

2
2
2
2
2

-
-
-
-
-
-
-
-

-
-
-
-
-
 

-
-
-
-

-
-
-
-
-

Skills:
Con
Dex
Int
Str
Wis
other
| tracking.........
| swimming.........
| riding
| | horse..........
| | camel..........
| climbing
| | tree...........
| | rock...........
| | rope...........
| valueing
| | gems...........
| | jewellery......
| | weapons........
| | armour.........
| evaluating
| | weapons........
| | armour.........
| perception.......
| direction........
| health...........
| points...........
-
2

-
-

1
1
1

-
-
-
-

-
-
-
-
4
1

-
1

2
2

1
1
1

-
-
-
-

-
-
-
2
-
1

3
-

1
1

1
1
1

4
4
4
4

4
4
2
2
-
1

-
2

2
2

2
2
2

-
-
-
-

-
-
-
-
1
1

2
-

-
-

-
-
-

1
1
1
1

1
1
3
1
-
1

Total points used:
10
156
250
49
110
Percentage used:
1.7
27
43.5
8.5
19

To the top


NEW FIGHTING TREE, WARRIOR SPECIALIZATIONS

Original page:

My original page about the changes was put up as help at the same time as the changes cam into the game, on February 8 in 2004. It has copies of the posts made by Ceres and Trilogy, as well as other info. If you haven't logged on since that change, look at this first. I'll keep it around for now, but I might integrate it fully into this page at some point.

Summary of the changes:

1. There was a new fighting skill tree
2. Warriors got specializations (see Warriors' Guild)
3. Weapons and armour were changed and given new standards
4. New skills, other.teaching.xx and crafts.medicine.xx, were introduced

The old and new fighting skill tree:

OLD:
combat..............    | | thrown..........    | | range...........
| melee.............    | | fired...........    | special...........
| | sharp...........    | parry.............    | | weapon..........
| | pierce..........    | | melee...........    | | unarmed.........
| | blunt...........    | | range...........    | | tactics.........
| | unarmed.........    | dodging...........    points..............
| range.............    | | melee...........

NEW:
melee...............    range...............    | blocking..........
| dagger............    | thrown............    | dodging...........
| sword.............    | bow...............    special.............
| heavy-sword.......    | fired.............    | weapon............
| axe...............    unarmed.............    | unarmed...........
| mace..............    | striking..........    | tactics...........
| flail.............    | grappling.........    | mounted...........
| polearm...........    defence.............    points..............
| misc..............    | parrying..........

The old primaries:

The Warriors' Guild used to have the following as primary skills:

   * fighting.combat.melee.sharp
   * fighting.combat.melee.pierce
   * fighting.combat.melee.blunt
   * fighting.combat.melee.unarmed
   * fighting.combat.range.thrown
   * fighting.combat.range.fired
   * fighting.combat.parry.melee
   * fighting.combat.parry.range
   * fighting.combat.dodging.melee
   * fighting.combat.dodging.range
   * fighting.combat.special.weapon
   * fighting.combat.special.unarmed
   * fighting.points
   * other.evaluating.weapons
   * other.evaluating.armour

Assassins used to have fighting.combat.melee.pierce (now fi.me.dagger) and fighting.combat.dodging.melee (now fi.de.dodging).
Muggers (Thief) used to to have fighting.combat.melee.sharp (now fi.me.sword) and fighting.combat.melee.blunt (now fi.me.mace).
Cutpurses (Thief) used to have fighting.combat.melee.pierce (now fi.me.dagger).
Smuggler (Thief) used to have fighting.combat.melee.sharp (now fi.me.sword).

Look at the Guild Guide for current primary lists for all guilds and their specializations.

Teaching skills:

With the introduction of six new other.teaching.covert/crafts/faith/fighting/magic/other, teaching is no longer the same. Yout teaching bonus is no longer the bonus of the skill in question, but the average of that skill and the relevant ot.te.xx skill. If you have a bonus of 300 in ot.he and 100 in ot.te.other, your effective teaching bonus will be 200. Also, the effective teaching skill can't be more than twice the bonus of the taught skill. As always, the person learning needs a lower bonus to learn.

To the top


CHANGES FOR WORSHIPPERS

Every non-priest who worshipped a god used to get "cure light wounds" and "calm", except Sek with "cure light wounds" and "light". This was changed in August 2004. Soon after e also got the ability to be able to switch gods. Here are the two posts announcing the changes:

Elera's NEWS item about the ritual change:

---
Latest News
Posted at Tue Aug 3 Title: Worshipper Rituals
The rituals awarded to non-priest worshippers of the gods have been changed to provide more variety and better reflect the nature of the deities. Worshipper rituals are now as follows:

Sek: light and parch
Hat: dark sight and warm
Fish: splash and breathe underwater
Sandelfon: calm and detect alignment
Gapp: mend and cool
Gufnork: summon fluff and cure light

You may visit an instructor in service of the deity you worship to learn the new rituals.

-Elera
---

Elera's post about about "trading gods":

---
Trading Gods
Note #30 by Elera at Mon Aug 23 15:56:24 2004 on board frog
It is now possible for worshippers (not priests) to change the deity they worship. Changing deities is meant to be a tedious and lengthy process, to discourage church jumping and realistically reflect the time it takes for a person's beliefs to change.

* The worshipper must first renounce their faith, with 'renounce faith' at a high altar.
* The supplicant must 'supplicate' at the appropriate altar to begin the supplication process.
* The supplicant must supplicate at the appropriate altar at least once every 2 hours spent online
* The supplicant must be in the proper alignment when supplicating.
* The supplicant must supplicate a minimum of 60 times.
* A minimum of 30 round world days must elapse between the time of initial or restarted supplication and the time at which the supplicant becomes a member of the church.
* A minimum of 5 days of online time must elapse before becoming a member of the church.

If the supplicant takes too long between supplications, the process will start over from the beginning. If the supplicant wishes to cease supplicating a deity, 'renounce faith' will allow them to do so. Once a person leaves a church, they can only rejoin that church or another via supplication. Initial choosing of a deity will be the same as always. Though you can supplicate more frequently than every two hours without penalty, it is not rewarded in any manner, so spamming is not profitable.

These details are covered in the help file for the high altars. You can read it with 'help altar' in the room with one. If your altar has a different name (plinth, stone, etc), you will need to use 'help plinth' etc.

-Elera
PS - Big fluffs to Airk, Lanfear, Sined, Igorken, and Katata for all of the enthusiastic playtesting :)
---

Thanks to Sined for a copy of the post, which had scrolled off the Frog board with not even a follow-up left in just a few days...
To the top


ASSASSINS' GUILD SPECIALISATIONS

Just a copy of Starr's post on the Assassins's Board, it says it all best:

---
Very Important Announcement

Note #15 by Starr at Fri Aug 13 04:58:25 2004 on board assassinsguild

The Assassins Guild varies from place to place. From the carefully cultured exterior of the Ankh-Morpork Guild to the mystical killers from Klatch. While the basic premise of killing people for money exists everywhere, how they go about it and the attitudes of the various guilds is very different.

Thus the Assassins’ Guilds Creators committee presents: Assassin Specialisations.

With the introduction of Genua, there are four specialisations, each based on a major area on the Discworld.

Ankh-Morpork :
The Ankh-Morpork Assassins are clearly defined from the books and also the Assassins Guild diary. They are men (and recently women) of style and class who would never do anything as crass as kill someone without payment. They specialize in poisons of all kinds, and of course, traditional inhumation.

Their Guild is located on Filigree Street in Ankh-Morpork.

Power Structure:
One Guild Master (or Mistress) and six House Masters, each in charge of their own House.

Primaries:
fighting.melee.dagger
fighting.range.thrown
fighting.range.fired
fighting.defense.dodging
other.movement.climbing.rock
other.movement.climbing.rope
covert.points
covert.stealth.inside
covert.stealth.outside
covert.hiding.person
covert.lockpick.doors
covert.lockpick.traps
covert.items.poisons
covert.items.weapons
covert.items.traps

Klatch:
Klatch is where the original Assassins came from, otherwise known as Hashishim. More rough and ready than their Ankh-Morpork compatriots, they however have excellent fighting skills, and can seamlessly slip away into the desert.

They can be found in a hidden guild located in the cliffs to the west of Djelibeybi.

Power Structure:
One Lord/Lady of the Mountain and one Malik Iman (spiritual advisor, or Assistant GM).

Primaries:
fighting.melee.dagger
fighting.melee.sword
fighting.range.thrown
fighting.defense.dodging
other.movement.riding.camel
other.movement.climbing.rope
other.movement.climbing.rock
covert.points
covert.stealth.inside
covert.stealth.outside
covert.hiding.person
covert.hiding.object
covert.lockpick.doors
covert.casing.person
covert.items.weapons

CWC:
The Ninja of Agatea value honour highly and would rather die than live without honour. They respect and are knowledgeable of Agatean culture. They can align themselves with a particular family and be used for interfamily "dealings" (or they will when the families are finished).

They are found in Silk Lane in Bes-Pelargic.

Power Structure:
One Sensei as well as two Mentors (one female, one male - both appointed by the Sensei).

Primaries:
fighting.melee.sword
fighting.defense.dodging
fighting.range.fired
fighting.unarmed.striking
other.culture.agatean
other.movement.climbing.rope
covert.points
covert.stealth.inside
covert.stealth.outside
covert.hiding.person
covert.lockpick.doors
covert.lockpick.traps
covert.manip.sleight-of-hand
covert.items.poisons
covert.items.weapons

Genua:
Since the AM Assassin branch left during Lilith's reign, in the stability that followed her death there was a hole in Genuan society for contract killers. A group of hitmen broke off from the Coffee Nostra and calling themselves the ‘Mano Rossa’, or ‘Red Hands’ they formed the Guild in Genua.

Their headquarters are in the old mansion that Ella grew up in on Dauphin Street in Genua; she gifted it to them to start their fledgling guild since she realised that all good cities need a way of removing unsightly ideas from society.

Power Structure:
One Don, two Tenantes (both appointed by the Don)

Primaries:
fighting.melee.dagger
fighting.defence.dodging
fighting.unarmed.grappling
fighting.range.thrown
other.movement.climbing.rock
other.movement.climbing.tree
covert.stealth.inside
covert.stealth.outside
covert.hiding.person
covert.lockpick.doors
covert.lockpick.traps
covert.items.traps
covert.casing.person
covert.items.weapons
covert.points
 

IMPORTANT NOTES
================

When you first log in, you will be an ‘Undecided Assassin’. To join a spec, you just go to the guildhouse in the proper area, and join.

Like the warriors, when you join a specialisation your current primaries will be mapped to the new primaries.

These are:

AM:
Stays the same.

Klatch:
fighting.range.fired will swap with fighting.melee.sword
covert.lockpick.traps will swap with covert.hiding.object
covert.items.traps will swap with other.movement.riding.camel
covert.items.poisons will swap with covert.casing.person

CWC:
fighting.melee.dagger will swap with fighting.melee.sword
fighting.range.thrown will swap with fighting.unarmed.striking
other.movement.climbing.rock will swap with other.culture.agatean
covert.items.traps will swap with covert.manipulation.sleight-of-hand

Genua:
fighting.range.fired will swap with fighting.unarmed.grappling
other.movement.climbing.rope will swap with other.movement.climbing.tree
covert.items.poisons will swap with covert.casing.person
 

THE RUN (and equivalents)
=====================

When you join a spec you will be unable to look at the book until you complete the test that each guild has. They vary in difficulty, but are all very different and in-theme to the area.

Even if you re-join the AM Assassins, you will have to re-pass the Run. Think of this as a wonderful ability to do the run again, which a lot of you have asked for!

Regarding playerkilling, you will still be the same status you were before the specs were introduced.

However, for newer people and current undergrads, the usual rules apply, where you must pass the ‘test’ in each guild before you become a PK.

The Ninja spec is different however, when you will go PK and learn the inhume command when you reach level 50.

Only NPC contracts will able to be closed until you pass the Ninja test, when you can then close PK contracts.
 

THE BOOK ETC
=============

The GM for each spec can choose who can look at their book. For example, the Hashishim GM can choose to let the Ninjas look at the Hashishim book. This means that the Assassins and the Mano Rossa cannot. This does not work both ways.

You can however for example as a Ninja travel to AM to complete a Ninja contract, there is no restriction on where you can inhume.

As soon as enough of you have specialised and reached the voting requirements, we will be holding GM elections. Until then, you can only look at the book of your spec.

The GMs can also choose to mark certain areas of their Guildhouses off limits to different specs.

There will be four different charters, one for each spec that the GM can set.
---

There you have it!

To the top


Airk - August 2005