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 Post subject: Areas being worked on:
PostPosted: Tue Mar 29, 2005 6:47 pm 
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This topic will be used to inform players of which areas are undergoing large changes / modifications.


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 Post subject:
PostPosted: Tue Mar 29, 2005 6:51 pm 
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Zeekors Crystal Skull Palace has been removed

My Chessboard is in the process of being reinstalled, back at its original location.

Seth's area is currently being overhauled.
The level range will be in the level 30 to 40 range, affecting all weapons, armour, objects and creatures within.

This should help to make a more diverse range of places to visit when levelling, and also to help with finding suitable ingame weapons.

The theme of the area will also be looked at.


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 Post subject:
PostPosted: Thu Mar 31, 2005 5:57 pm 
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sewers is now a level 1 - 15 levelling spot
most mobiles adjusted to be within the 10 - 14 level range

dragon exports was also modified to be a level 10+ levelling spot, i believe in the level 10 - 16 range.


and no, i don't much care if some other mud thinks i have insulted Seth's area. It's set at a level 30 - 40 levelling spot, but is not finished, i still have tweaking to do, to remove certain mobprograms and such from the (previously) higher level creatures.


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 Post subject:
PostPosted: Fri Apr 01, 2005 5:17 am 
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Hall of Worlds has been corrected
mobiles were not fighting back due to an improper 'position' (sitting) they have been fixed, and will now fight back properly.

certain resets and misc fixes were also done


Seths area mostly finished, could probably use a tester or group of testers in the high level 38's + category


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 Post subject:
PostPosted: Sat Apr 02, 2005 6:18 pm 
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underwater kingdom is now a level 18 - 25 levelling spot


level restrictions on dwarven mine shaft removed


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 Post subject:
PostPosted: Sat Apr 02, 2005 7:21 pm 
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dwarven village is now a level 14 - 19 levelling area
misc object enchancements
misc fixes


dwarven mine shaft also adjusted, removed level 35 guard
now for levels 12 - 17


future plans for magmass / legion area to involve making levelling spot for silvanos's requested level range (mid 30's)


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 Post subject:
PostPosted: Sun Apr 03, 2005 2:55 pm 
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Daravols Realm is now a preferred level 35-42 levelling spot, but lower level tri class characters may also attempt it.
I will set enforced to be level 26+ for now.


there are other such areas available, which i have set as "preferred" 30 - 40, just check to see the enforced restrictions via the areas command to ensure you have access to them.


I will need a few 'good' testers for daravols realm
(coordinates 357 x 179, Alora)

this will be designed for tri class players, and i may consider adding programs to ensure that only multiclass characters can enter it, if i think it's being abused.


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 Post subject:
PostPosted: Sun Apr 03, 2005 5:49 pm 
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Rats Lair is now level 1 - 7

probably useful for single and dual class players, but not as useful for tri class.


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 Post subject:
PostPosted: Mon Apr 04, 2005 1:42 am 
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stuff to fix:
1) rats lair offline
2) lower damreduction on deadites in swamp of darkmage
3) lower damreduction on creatures in underwater kingdom


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 Post subject:
PostPosted: Tue Apr 05, 2005 5:42 am 
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underwater kingdom adjusted
please test someone


swamp of darkmage deadites also adjusted
please test


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 Post subject:
PostPosted: Thu Apr 07, 2005 3:33 am 
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daravols realm re-re-re tweaked

removed all special attacks from normal creatures, lowered strength, removed healing defenses, lowered damreduction


could use a tester at your convenience


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 Post subject:
PostPosted: Thu Apr 07, 2005 12:03 pm 
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My 32/32/32 was holding her own until she came on Despoiler and Shalin. The breath attacks on those 2 would take her down to 2 or 3 stars each breath. If she did not drink potions and use her heal fast she could not survive a second attack. The acid breath also played heck with pitting her eq. She barely survived Despoiler but Shalin took her out in 2 breaths.


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 Post subject:
PostPosted: Thu Apr 07, 2005 2:45 pm 
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ok cool ty bunches

i will consider removing the breath attacks, i dont want a single hit to take someone out, but i do want those 'boss' mobs to be not soloable (by a person in the desired level range), i'll play with it later,
thanks again


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