Found these, thought I'd put em up for nostalgia.
(What's frightening is I actually remember the 3 account numbers I used on MPGN)
-Stormwind
Ancient History - KoD Version Notes
Moderators: Van_Fanel, Meg, Stormwind
Ancient History - KoD Version Notes
Last edited by Stormwind on Thu Sep 08, 2005 2:06 pm, edited 2 times in total.
The Kingdom of Drakkar
It is the policy of the Drakkar game managers to solicit feedback and opinions from players concerning new features and any errors encountered while adventuring. Previously, players who abused program errors to advance their characters were not penalized, even if the errors were not immediately reported.
To improve customer enjoyment of their adventures in the kingdom, any future such unreported and abused program errors will result in the rolling back of any character advancement to the state previously held before the abuses occured.
The killing of other player characters (PCs) is banned from the lands of Drakkar. Violators will be dealt with most severely.. Be warned..
The unauthorized entrance of a guild hall by a non guild member, or the removal of items from a guild you are not a member of is strictly prohibited.
Should you have any questions, comments or suggestions, please leave email to user bil (option 4 from the Tantalus main menu).
We welcome your input, and enjoy the game!
CHARACTER SERVICE REQUESTS
Overview
Most character service requests fall into two categories, name changes, and character repairs. Characters repairs can be simple or complicated. The difference between simple and complicated character repairs will be discussed in a later paragraph.
You should send a character repair request if your character is damaged due to network problems, MPG-NET computer problems, or software errors in the Front-End program or the Kingdom of Drakkar. For instance if the you are in the middle of a fight and the Front-End program suddenly freezes, and you reboot your machine only to find that your character died as a result of your inability to send commands, you have a legitimate complaint. If you venture into an area that is too difficult for you and your character dies, you do not have cause to request a character repair.
Name changes and simple character repairs will be honored by the end of the business day, Pacific Time, after receiving the request. Barring unusual circumstances, complicated character repairs will be completed by the end of the second business day after receiving the request. Mail from players is read in the morning Monday through Friday.
For example, a request for a simple character repair sent on Monday at 2:30 AM, Pacific Time will be read, and the character repaired, by 5:00 PM, Pacific Time the same Monday. A request for a complicated character repair sent on Friday a 8:00 PM, Pacific Time will be read, and the character repaired by 5:00 PM, Pacific Time on Tuesday.
Essential Information
All requests for character service must contain the following information: (1) your account number, (2) whether the character is the primary or alternate character on the account, (3) the character name. For example:
Account Number: 100000
Character: Alternate
Character Name: Thename
This information should be at the beginning of your e-mail message; without it, processing your request will be delayed.
Name Changes
Requests for name changes must conform to the same rules as name assignment at the time of character creation, i.e., no underscores in the name, no spaces, no capital letters except for the initial letter. If you belong to a guild, you will have to have your character's guild tag removed by a guild leader before the name change.
Character Repairs
Simple character repair requests are limited to statistic changes and are the least intrusive. For example, if a communication delay causes the death of your character, and all you desire is to have your character's constitution and health points adjusted, this is an easy repair and requires very little investigation of the game logs.
Complicated character repair requests include all requests in which you desire to have items returned or you wish to have your character restored from a backup. Character backups are created daily, usually in the morning. Before a complicated character repair can be made, the no special procedure associated with simple character repair requests. Just send electronic mail requesting the statistic adjustments and go back to playing normally.
To have items replaced, you must make sure there is enough space in the Nork locker of your alternate character. The number of items that you wish to have replaced directly impacts the amount of time it takes to put those items in locker. One item is not difficult. Ten items is more of a problem. You may also play as normal after making a request for item restoration.
In the worst case, if your character is eaten by a dragon as a result of a communication slowdown, and you wish to have your character restored from a backup file, you should send electronic mail and not play your character until you receive a reply from Drakkar.
All character service requests must be sent by electronic mail to Drakkar. Phone repairs will not be made. The electronic mail address for Drakkar is DRAKKAR.
Version 1.30.36(nork)(2/24/95)
Many lair creatures now have their own unique icons.
Several items have had their picture corrected.
Version 1.30.35(nork)(2/3/95)
The prized hides of Nork's greatest creatures are becoming quite the commodity. So much so that many of the Old Norken guard can no longer acquire them.
Version 1.30.35(pit)
Many creatures who were formerly harmless when they dropped or lost their weapons now are less harmless if they are weaponless.
Version 1.30.34(pit)
A problem with SWEEP and MULTISTRIKE has been fixed
Version 1.30.33(pit)(11/23/94)
Certain Martial Arts specialty abilities have been improved:
CHI MINORSHIELD, and CHI SHIELD have been greatly improved in power.
CHI SWEEP now has a higher probability of sweeping more oponents.
CHI IRONFIST has had its defensive penalty greatly reduced and striking power has been increased.
A problem with ENERGYSIPHON has been corrected.
Version 1.30.32(pit)(11/21/94)
1. The population of wraiths has been thinned somewhat and those wraiths that do not carry daggers have a very high chance to be wearing a coveted item.
2. Yet another trader has found his way out from the swirling sands of the Great Desert and into the tent village there.
3. Some of the dragons that live in isolated areas now carry keys to open their doors more often. They were worried that they'd be locked outside, away from their treasure hoard, with no way to defend it from pilfering adventurers.
Version 1.30.31(nork)(11/14/94)
Nork now has all updates present up to version 1.30.31 (see following notes)
Version 1.30.31(pit)(11/14/94)
A few upper level disciplines had their values swapped. They are corrected now. Please re-check the costs.
Version 1.30.30(pit) (11/7/94)
*** IMPORTANT NOTE ***
*
*Due to the inherent unreliability of many forms of internet connections
*into the network, a command timer has been added into drakkar.
*
*When in combat, if 3 rounds pass without a command being entered
*(When the user is unstunned, uncharmed, etc), your character will
*be removed from the game. This may take time for users
*to adjust to, so please take care when trying out this version.
*
*"COMBAT" is defined as any time your character has participated in
*hostile activities (Either taking a hostile action or being attacked).
*This state persists for 3 rounds after the activity occurs.
*
* To disable this feature, type:
* NODEGUARD DISABLE
* To re-enable the feature, type:
* NODEGUARD ENABLE
* To get the status of the feature, type:
* NODEGUARD
*** IMPORTANT NOTE ***
* If you DISABLE the NODEGUARD feature, you are open to network lockups
* and delays. If the feature is disabled, you are not eligible for
* character and item restores due to node problems (no exceptions)
***
Lair creatures who have "fallen" or are currently not at their correct altitude will now place items into their lair, not at their current altitude.
The skill gain system has been reworked to better reflect the struggles of the melee combat classes. Many of the complex gain calculations have been replaced with simple weighted values. You will notice very different gain in all of your hunting.
Several creature-logic errors have been fixed, take care when exploiting old logic quirks.
A new method of handling creature corpses has been introduced, please report any problems to drakkar.
Scenario Specific Changes (PIT)
Loriapi loves gold and treasure just as much as any adventurer and she decided to move her lair to a place where she can have access to all the loot she strips from unfortunate adventurers. She has learned how to partially animate some of the armor that has fallen into her hands and has used it to create a robot-like creature which she has set at guard in her lair.
It has been rumored that a strange trader has appeared out of the swirling sands of the Great Desert and has set up shop in the tent village there.
The daggers carried by some of the undead creatures have become more rare and those creatures might have to resort to using their claws to defend themselves.
Some of the healers that populate Kaldor's temple are not as energetic as they once were. They are still very skillful, but they are not as able to sustain their high levels of energy for very long.
Some of the dragons that live in specific lairs have become more fastidious in keeping the doors to their homes closed. They have developed a way of remotely closing their doors and they are very protective of their privacy.
Version 1.30.29(pit) (10/17/94)
1. SCRY will no longer destroy walls around the target.
2. Disconnected players will now be removed from the game quicker.
Warriors and Warrior subclasses (Including barbarians and martial artists) of 19th or higher exp level have developed a new compressed learning technique when honing weapons skills of rank Warrior and above. A new knowledge bonus is awarded for heavy combat situations.
Thieves working in parties now receive half their backstab skill gain in thieving skill, and half is contributed to the party. The weapons portion of their gain is still completely contributed to the party.
Version 1.30.28(pit) (10/4/94)
Many bugs changed.
1. The mentalist-artisan guild has been working overtime to imbue even items that bestow protection from the earth disciplines upon the wearer. In addition, some nasty, evil types have broken into the guild warehouse and have stolen a large supply of items that boost energy regain.
2. The dwarven construction guild has installed a few more doors into the walls of the caves under "Timmytown". These doors don't lead to new areas, but they give easier access to existing areas.
3. Adventurers can now drink bottles from their sacks without opening them.
This means that the command:
"take bottle from sack;drink it;break it"
is a valid command. You no longer have to open bottles and place them in your sack in order to drink them in 1 round.
However, all open bottles that you attempt to place in your sack will spill. There is no longer any reason to place open bottles in your sacks.
4. The membership of the various thieves guilds are upset about the obviously illegal access non-members have been given to their secret hideouts. They have pooled their resources and hired some famous mercenaries to guard the secrets of the thief handshake. Non-thieves in theif guilds should beware.
Individuals wearing the broken loriapi robe are reminded that skill gain may suffer when wearing it.
Version 1.30.26(PIT) (9/8/94)
1. The relentless grinding of alpine glaciers has opened a narrow pass in the mountains. Some say that the screams of terrible beasts echo down the desolate mountain passes.
2. A new merchant has found his way into the cave town. This merchant has perfected some mysterious methods of armor-making.
3. The genetic experiments of the Pit Lord continue. Some hunting techniques which, in the past, had insured safety, now might not be so foolproof.
4. Due to the shortage of psionically perfected cloth in the pit, some extremely powerful items of clothing are no longer light enough to wear, one on top of another.
5. Some items should now attune to their owners properly.
6. The Apothecary guilds are unhappy with the performance of the potions distributed by their delivery services. The problems are being addressed by the guild membership and corrections should be made shortly. In the meantime, it probably will not be worthwhile to obtain and drink those bottles.
7. Some trainers have learned how to properly train their charges.
If you attempt to move into an overcrowded hex, instead of always being blocked, you now have a chance of pushing someone out of the way (assuming you are strong enough to do it or dextrous enough to avoid it).
Version 1.30.25(PIT) (9/5/94)
1. Many of the forest giants, discouraged by the persistance of the invasion of their forest domain in spite of the best and most savage efforts on the part of the giants, have decided to retreat to their mountainous strongholds to prepare for a concerted counterattack. They have left behind a rear-guard to harrass the enemy invaders.
2. Reports have reached the Pit Lord that some of his most ferocious creatures are dying for no apparent reason. The Pit Lord has embarked upon a campaign of genetic engineering and mutation in order to produce creatures that have a better awareness of what is going on around them. He has concentrated his efforts on creatures that have already mastered some of the secrets of invisibility.
3. Most dragons that wander around have lost their taste for human and outcast, and underground dweller, etc.) flesh. Some dragons that have established residence in fixed locations are forced, because of the isolated nature of their existance, to be less choosy in foods that they will consume.
4. Shopkeepers and bankers have learned to count higher.
5. After much argument within their guild, the survival trainers have agreed to teach their advanced techniques to everyone.
Version 1.30.24(PIT) (8/31/94)
After the initial attack on Kaldor's temple, he has decided to keep tighter control over the activities of his guard, and has locked them in his temple to prevent them from wandering the woods.
A new doctor is visiting tree-top town.
A genetic mutation has occurred in some underground creatures which prevents them from seeing in darkness.
Bones no longer completely block hexes.
Version 1.30.23 (8/18/94)
A new land has opened, strange and distant, exceptionally brutal in every respect. Seek no adventure there unless you are fully prepared.
Storyline for this new scenario will be posted in this space shortly, stay tuned.
Note on portable holes:
Although portable holes may be taken to other scenarios, it is important to remember that their CONTENTS exist only in the current scenario. So a portable hole containing items in one scenario will be empty when taken to another.
In the times of old the Four defended the City of Frore against the ravages of the Snow Beast. Mighty were they, but the Beast was cunning and skillful, and the Four sought means to defeat it. They ventured into the caverns in which She Who Ruled The Land dwelled, and with them came five score of Frore's finest warriors. The group fought through the barracks that once housed Nork's Elite Guard, long since corrupted by the evil magic unleashed by the Empress. Deeper still, the party discovered within the twisting passages a gate, shimmering with power. A vote was cast and the warriors elected to venture into the portal in search of the power that might save Frore. One by one, they stepped into the portal, disappearing from sight. Months later, of the valiant heroes that ventured forth, only the Four returned, battered and naked.
None of the Founders of Frore would speak of what they saw. The Four re-entered the caverns under Nork, now easily making their way though perils that had once daunted thier elite force. Back to the shimmering gate they fought, and the powerful Chipuda bent his will to seal the portal, as the others grimly stood guard. Tears of anguish fell from the great mentalist, for among those who had been lost was his love, Loriapi. For eight days Chipuda toiled, until with a final gesture he called the Earth itself to rise up and bury the entrance. The Four ventured to the surface, leaving only a single slab of stone, etched by Chipuda that read, "My dearest Tulip, one day I will return for you, this I swear..."
The Four returned to Frore and, after time, they too fell to the ways of Evil. The portal and it's horrors were forgotten...
Recently, rumors of the portal have re-emerged. A powerful mentalist, careless with his earthen powers has broken the seal made so long ago; the stone epitaph reduced to shards. People are beginning to speak aloud of the riches that might be found, but whisper when speaking of the Evils...
Version 1.30.22 (7/6/94)
CHI SWEEP now has a higher probability of sweeping multiple creatures.
ASCII Single character echo has been disabled.
If you dislike the multiple-updates that occur per round (in heavy traffic areas this can slow down your response time at 2400 baud) you may now disable the feature with the UPDATE command.
UPDATE
This will toggle between a single update per round and the multiple update method.
The "noise" of shockwave should be reduced significantly.
Version 1.30.20 (6/29/94)
As the barbarian gathers his strength from the chaos around him and seeks to vent this energy in a wild and uncontrolled form (Through the breaking of powerful items and berserking during combat), the Paladin and Martial Artist are conversely interested in focusing their energies in an ordered manner.
Fighter/Paladin
The Fighter/Paladin relies on the strength of law and control of the mind and body to direct combat. In addition to the benefits currently enjoyed by the class, recent advances in focused combat have added the following techniques to their repertoire. Each technique is activated through the focusing of the paladin's energies, and often place great stress on the warrior.
Objects of FOCUS include:
STRIKE
STRIKE focuses the paladin's energies away from defense and into a single powerful blow. This blow often penetrates armor more effectively than normal combat swings.
Example:
FOCUS STRIKE ORC
BLINDSTRIKE
When vision fails, either through blindness or a dark room, BLINDSTRIKE enables the paladin to strike forth at a random opponent occupying the same hex. Sufficiently skilled paladins are often able to seek out a specific target to strike.
Example:
FOCUS BLINDSTRIKE
or
FOCUS BLINDSTRIKE ORC
MULTISTRIKE
Allows a paladin to strike multiple creatures in a single round. The number of creatures which can be hit is directly related to the number of attacks per round the paladin has.
Example:
FOCUS MULTISTRIKE
PARRY
Moves the paladin into a tight defensive position, where all resources are targeted towards fending off blows. This position is maintained until another command is issued.
Example:
FOCUS PARRY
BOOST
At will, the paladin may begin a trance which will produce a strength and dexterity increase of two points for many rounds.
Example:
FOCUS BOOST
POWERSTRIKE
An improved version of STRIKE, POWERSTRIKE produces a devastatingly powerful single blow, directing most (if not all) of the paladin's defensive actions towards an offensive combat position.
Example:
FOCUS POWERSTRIKE ORC
DEFEND
A singularly noble action, DEFEND raises the defense level of another player at the expense of the defensive ability of the paladin. Additionally, simple minded creatures will often direct their attacks away from the defended player and towards the paladin.
Example:
FOCUS DEFEND BUBBAJOE
SUPERBOOST
An improved form of BOOST, SUPERBOOST increases the paladin's agility and strength by five points. Additionally, the move rate of the paladin is increased by one hex per round. The concentration time for this state is often as long as four rounds.
Example:
FOCUS SUPERBOOST
ARMORSTRIKE
This attack form attempts to damage both the armor and carried weapons of an opponent. A successful hit will often damage the opponent's armor, and when a weapon block occurs, the opponent's weapon will be damaged.
Example:
FOCUS ARMORSTRIKE ORC
ULTRABOOST
The ultimate in personal boostware, ULTRABOOST adds EIGHT points of Strength, EIGHT points of Agility and TWO points of move rate to the paladin. The stress of this concentration is immense, and concentration time is often as high as seven rounds.
Example:
FOCUS ULTRABOOST
MAXSTRIKE
The ultimate in single combat blows, MAXSTRIKE summons forth all the concentration of the paladin into a tremendous, awe inspiring blow which OFTEN utilizes close to the full damage potential of a weapon.
When MAXSTRIKE is issued, the paladin forgoes any attempts at defense in an effort to effectively carry out this most difficult action.
Example:
FOCUS MAXSTRIKE ORC
DISARM
DISARM attempts to literally rip the opponent's weapon from their hands and throw it to the floor. Success is extremely difficult, and often requires many attempts.
Example:
FOCUS DISARM ORC
PIERCE
PIERCE is the ultimate in armor piercing attacks. This attack form directs all of the paladin's energies towards a single thrust, often completely bypassing armor and other physical protections. The damage is quite severe, often many times that of a normal blow.
These abilities are gained in each weapon class as the paladin progresses in that weapon class. For each specialization the paladin takes in a particular weapon, a one level increase in technique level is obtained.
Technique Skill Level
STRIKE High Warrior
BLINDSTRIKE Specialist
MULTISTRIKE Beholder of the Art
PARRY Beholder of the Art
BOOST Initiate of Stance
POWERSTRIKE Student of Stance
DEFEND Master of Stance
SUPERBOOST Initiate of Form
ARMORSTRIKE Student of Form
ULTRABOOST Master of Form
MAXSTRIKE Initiate of Style
DISARM Student of Style
PIERCE Master of Style
The True Martial Artist
The pure Martial Artist summons inner strength (or CHI) during combat to perform the great combat feats which have gained them their reputation. Recent studies of ancient manuscripts have brought to light long forgotten practices which are now available to the learned student.
SWEEP
The CHI SWEEP differs from its earlier combat cousin in that it enables the martialist to attack creatures normally invisible (through darkness, blindness or invisibility). This more difficult version of the command does carry a significant defensive penalty however.
Example:
CHI SWEEP
MINORSHIELD
Through the summoning of internal energies, the martialist is able to produce a sphere of protection which provides a degree of damage reduction from both psionic and physical damage. The concentration time for this technique is usually around three rounds.
Example:
CHI MINORSHIELD
WALLBREAK
Through the use of this discipline the martialist directs focused energy in a specific direction. This energy will explode at the terminus, and will often blow down walls in the general vicinity. The ability places great stress of the concentrator, who is channeling a portion of their life force into the effect.
Example:
CHI WALLBREAK NORTH
IRONFIST
IRONFIST produces a single, powerful blow at the specified target. The blow concentrates a portion of the martialist's energies away from defense and towards offense.
Example:
CHI IRONFIST ORC
MINORPOOL
MINORPOOL sends the martialist into a deep trance (often for as many as four rounds) where internal energies are carried into temporary health points. This energy will raise the martialist to a level 50% above his maximum health. Note that these points are temporary, and will not return once removed through damage (or a health bottle).
Example:
CHI MINORPOOL
JUMPSTRIKE
JUMPSTRIKE is an awesome ability which throws the martialist into the air towards the specified opponent, kicks the target, and then issues a powerful punch. The martialist concentrates most available energy from defense and towards this offensive action.
Example:
CHI JUMPSTRIKE ORC
SHIELD
A more powerful version of MINORSHIELD, SHIELD produces a solid damage shield around the martialist which resists physical and psionic damage. The concentration time to produce this effect is nearly five rounds. The channeling of internal energy into an external force in this way causes great physical stress upon the martialist.
Example:
CHI SHIELD
POWERSWEEP
martialist. The targets need not be seen to be effected.
Example:
CHI POWERSWEEP
POOL
A powerful effect generated when the martialist summons forth internal energy to produce twice his maximum health in current health points. Note that this health is temporary and will disappear once used.
Example:
CHI POOL
RAPIDPUNCH
A fury of successive punches targeted against a single opponent. Each punch is a separate attack. The number of attacks is directly related to the number of attacks per round of the martialist.
Example:
CHI RAPIDPUNCH ORC
MAJORSHIELD
The ultimate in personal CHI shields, provides sixty points of protection against each attack of both physical and psionic damage. The concentration time required to produce a MAJORSHIELD is often more than 7 rounds. The energy directed away from the martialist's life force into the shield is substantial.
Example:
CHI MAJORSHIELD
MAJORPOOL
MAJORPOOL produces a trance like state in the martialist which, upon completion, produces a temporary health value THREE TIMES that of the martialist's maximum health points. Note that these are temporary health points and are not restored once removed through damage. The concentration time for this effect is often as high as twelve rounds.
example:
CHI MAJORPOOL
DEATHTOUCH
DEATHTOUCH is the most feared CHI art form. When used, the martialist forgoes one permanent point of constitution in a chilling death attack on the specified target. Creatures with less than half skill level of the martialist in levels are slain outright, and others suffer from one third to three times their maximum health in damage. Creatures with a powerful form of the IRONFIST discipline. There are no aging effects to this discipline.
Example:
CHI DEATHTOUCH ORC
Technique Skill Level
SWEEP Master
MINORSHIELD Grand Master
WALLBREAK Beholder of the Art
IRONFIST Seeker of the Sash
MINORPOOL Bronze Sash
JUMPSTRIKE 2nd Degree Bronze
SHIELD 3rd Degree Bronze
POWERSWEEP 4th Degree Bronze
POOL 5th Degree Bronze
RAPIDPUNCH 6th Degree Bronze
MAJORSHIELD 7th Degree Bronze
MAJORPOOL 8th Degree Bronze
DEATHTOUCH Silver Sash
**********
Transmuting rats in the king mino area have had their numbers greatly thinned by their sewer cousins.
Constitutions above 18 will now properly be restored when a player is critcured by a healer.
The duration of a round has been shortened (by up to 2 secs in some cases)
Creature regen/corpse decay has been increased.
Version 1.30.12C (6/2/94)
- A problem with ascii terminal mode has been corrected
- Chipuda is less stingy with his restore eps
- It is rumored that thief traps will soon be made available as random treasure (where a thief could disarm and trade them in for gold) Due to this fact, all traps now go down in value with each use.
- A problem with the Party command has been fixed
- The fire plain now regenerates correctly.
Version 1.30.12B (5/31/94)
- A modification has been made to round timing. Now your health status will be updated several times during the round. You will also receive combat messages closer to the time they actually occur, instead of at the end of or beginning of the round.
- If you are member of a party, and are far away from your party-leader, your experience will no longer go into the party pool (You will receive it)
Version 1.30.12A (5/30/94)
- A few more problems fixed.
- Please note that the Chipuda staff is class restricted to the mentalist.
If you have one previously created before this version change (And are not a mentalist), please leave mail to drakkar and you will receive a one time replacement.
Version 1.30.12
- The text box window will now be updated throughout the round, instead of at the end of the round. This should allow more time for "decision making"
- Creatures across the board have had their agilities lowered, some quite drastically. This will increase combat strikes and decrease misses.
- Homlet rockmen have had their skill lowered.
- ATONE now gives a more descriptive failure message.
Version 1.30.11
Patches to new release (1.30.10)
- Gold and gems in homlet have been set to more appropriate levels.
- Creatures across the board have had their strength toned down, some quite drastically.
(Should affect both hits and damage)
- Some errors in creature experience have been fixed.
- Generic creatures who have hit dice over 21 no longer get the new "22+" saving throw. Only "classed" creatures (fighter, MA, etc) will receive it.
- Saying DROP and a non existant item will no longer choose an item to drop.
- The base encumberance limit has been doubled (the base value before bonus), allowing characters to carry more weight. Those with exceptional strength will now be able to carry a ridiculous amount of weight.
- POWERWORD HEAL will now heal the FORMer of the discipline.
- PSIMIRROR has been modified to better mimick its previous behavior.
Version 1.30.10 (Courtesy of Oog)
Oog, oog oog oog. Oog oog oog oog oog, "Oog, Oog oog oog oog."
(Oog oog)
Oogh!
Version 1.30.10 (Translation) (5/24/94)
(This is only a PARTIAL list of changes, be careful out there!)
Drakkar welcomes the sage guild, the FATE guild, the Bane, the Blade, and their spiff new guild halls! (Some construction still going on)
Breshard has lost his ability to inflict a single devastating Firestorm.
Many of Breshard's top guard have abandoned him. He is now having to do with less skilled personal guards.
Chipuda has fired many of his top guard, claiming they are after his staff. He has since hired less skilled soldiers who are less likely to be after his power.
The brotherhood of healers has found a way to greatly reduce discipline failure chances - as a factor of skill level. All members have been instructed on these new techniques.
Most lair creatures have suffered a vast drop in average damage potential. At the request of many of the land's inhabitants, combat with them has gone from short power play to extended group play.
Quest crystals now generate with much higher frequency.
Characters of 22nd and higher level now receive an additional saving throw which will reduce psionic damage by up to 1/4.
Very High stats now produce major bonuses. Very high strength greatly increases carrying capacity and striking damage. Very high dex now gives large bonuses in combat. Wisdom and intelligence can even produce higher energy regain.
Homlet creatures have been reduced in power. Homlet elementals have had their combat staying power greatly reduced.
Homlet gems have been nearly doubled in value.
A new stat, MOVE BASE has been added. Players with high agility scores will move at bonus rates, while those with very low agility will have move penalties.
Gems can now be used at trainers! Simply drop the gem and the trainer will give an appropriate amount of training. Warning! They dont give change!
The brotherhood of barbarians now accept the corpse of their most powerful kills as payment for training!
The brotherhood of paladins now accept the corpses of their most powerful EVIL kills as payment for training!
The uther broadsword now yields over ten times more experience than its predecessor.
The elemental plain of fire has recently undergone a population explosion.
Some bottles may now contain more than one ounce of fluid.
Attributes may now have temporary values (Such as strength boosts, energy boosts, etc)
New Commands:
Drakkar now supports player character parties. Parties will share experience and skill gain for most action during adventuring. In order to benefit from party gain, your character must be a member of the party who is not invisible and who is within a few hexes of the party leader.
PARTY CREATE [NAME]
Creates a party with the specified name.
Example:
PARTY CREATE FUNDUDES
PARTY JOIN [NAME]
Join the party specified.
Example
PARTY JOIN FUNDUDES
PARTY BREAK
Disbands a party (You must be the creator)
Example
PARTY BREAK
PARTY LEAVE
Leaves a party
Example
PARTY LEAVE
PARTY EJECT [NAME]
Ejects a member from your party (You must be the creator)
Example
PARTY EJECT Soyer
PARTY LIST
Example
PARTY LIST
Additional new commands:
CHASE [TARGET]
Moves you towards your target.
CHASE Soyer
* Note that the target may have already moved from the square he appears on, in which case you will lag behind.
Version 1.20.07 (10/08/93)
In an effort to increase fun in some of the more difficult play areas; and in response to user concerns regarding the problems relating to constant stunning in these areas, the following changes have been made:
- On the lower mino-king levels stunners have been made very rare. Their lack of appearance will not reduce critter density, as other creatures will show up in their place. The stunning power of the remaining creatures has also been reduced.
- On the mid levels of Nork (-8) stunners have been given an extended vacation, with only a few of their brethren intermixed with the local denizens. Those remaining are not as skilled as their vacationing brethren.
- Skill gain in homlet has been increased, and creature staying power has been reduced.
After long study by the thief authorities of nork, thieves again receive a message when someone activates their traps. In addition, the thief will gain experience if the creature is slain. A new feature of these devices is that the rogue will gain a kill-bonus of theivery skill if the trap takes a creature out.
The ring obtained from the frore guardian will now provide cost-free use of disciplines up to 17th skill level. Those acquired after this point will not be without energy cost, but will instead receive a power bonus when used.
The OrcArchers in Mjorin have been reduced in both staying power and physical ability, allowing easier access to careful team hunts.
In response to customer demand, the keys to Mjorin NorthKeep are now on sale IN NorthKeep.
The ENERGYSHIELD rings will now function correctly. If their are any problems in this area please let us know.
The ink formula used to inscribe scrolls has been changed; allowing them to once again be read without the use of psionic devices.
Artifacts in the posession of long inactive characters are beginning to rumble for home. Rumor has it that some may soon be available for other adventurers to obtain.
Version 1.20.06 (09/22/93)
A difficulty with Mentalist regain has been fixed.
The portal to the fun house now selectively screens out low level adventurers.
The Mentalist's Guild has again increased the power of a SHOCKWAVE. Rumorhas it that it delivers almost twice its original punch.
Version 1.20.05 (09/17/93)
The Mentalist's guild has discovered a way to improve the SHOCKWAVE discipline so that it no longer nocks the psionicist forming the discipline down.
The Healer's guild has discovered a way to put a little more force behind the PUSH discipline.
Version 1.20.04 (08/30/93)
A few bug fixes.
Version 1.20.03 (07/26/93)
Town NPCs will now use your name when responding to a greeting.
Crystals now shatter properly.
Breshard, although just as insane as ever, no longer has quite as much staying power for long combats. He will try to wipe out attackers with a few powerful jolts, before retiring to more traditional combat.
Version 1.20.02 (07/21/93)
Command buffering and round timing has been greatly improved.
Stuns and Knock-downs should now occur correctly.
Version 1.20.01 (07/19/93)
Several bugs were fixed.
The frore king's quest now accepts the correct items.
Version 1.20.00 (07/16/93)
It has been discovered that total dedication to the psionic disciplines has enabled very high skilled mentalists to regain their psionic energy at a greatly accelerated rate. Some feel this is due to their total devotion to the psionic studies and lack of tangents (such as studying manual combat). The dedicated mentalist will feel the first touches of this ability at Wizard rank, with another boost following shortly thereafter.
It is also believed that near this same level of skill Healers (though not totally dedicated to psionics) are able to continue psionic recovery even while wounded. It is surmised that an additional psionic recovery boost will be felt with but a single additional advancement in psionic rank.
Appalled at the falling prices of their services, armor tailors now demand that most customers participate in the slaying of the creatures they bring in and desire skinned. Additionally, it has been rumored that some items now atune to an adventurer when contact is made with the previous owner's corpse.
Nork surgeons are now able to cap out both the experience and skill lost when an adenturer suffers a critical death.
To assist in the slow stages of advancement in the very high levels, the following changes have been made to the existing skill and EXP system:
Very challenging areas of the game (such as the King Minotaur pits and -8 and below) now receive special "skill perks" when hunted. This bonus should help speed development of advanced players, without counterbalancing the current skill gain of lower skill levels. Additionally, new areas will be designed to appeal to the 19th-25th skill level adventurer, where puzzles and quests will aid the adventurer in fine tuning their talents.
The experience system has been flattened for levels 20 - 25. These levels will progress at a constant rate (that of 20th exp level).
The skill system has been flattened for skill levels 19 - 23. These levels will now progress at a constant rate (that of 18th - 19th).
The goal in these changes is to make it possible for players to overcome the skill doubling curve and progress into areas of expertise, where skill and experience gained from years of play is not easily "almost" duplicated in a fraction of the time by new players.
The discipline of VANISH has been renamed to TRANSMUTE. It will behave as before.
The thieves guild has discovered a way to produce traps in a more safe and economical manner, and the prices have dropped accordingly.
In response to customer demand for less repetitive work on the "King's Quest" portion of the saber-snowbeast quest continuation; the quest has been redesigned to require different items. This scenario better fits the concept of the 3 adventurers struggling to produce a weapon to defeat the snowbeast.
Because of the above change, the following additional modifications have been made to chipuda and breshard:
- Chipuda has channeled his psionic energy from his person into his staff, creating a new weapon of terrible, terrible ability (Beware!). Because of this, chipuda has lost the ability to use the earthcrush (and other) disciplines. Rumor has it that he has hired some very expensive retainers to better serve his purposes. Great care should be taken when facing this immensly insane wizard.
- Chipuda now has better control over the status of his energy pool.
- Breshard, jealous of Chipuda's lead in the weapon's design race, has also sacrificed many of his disciplines and channeled this energy into his weapon. He now claims that the item may be sentient. Fearing an attack by Chipuda, Breshard has hired some of frore's finest warriors to protect him.
- All crystals involved in the hunt for Uther will shatter upon use.
** Warning - Chipuda and Breshard are now extremely challenging.
The leviathon has been toughened up a bit and brought up to Frore standards.
The barbarian brotherhood, long controlling their animalistic natures, have declared that they have had enough. After long meetings involving much wine and ale, they have decided to allow their members to release their primal energies during combat. Though some may consider these actions truely "BESERK", the barbarians believe that any damage done during combat is good damage.
It is rumored that each stage of rage that a barbarian enters greatly increases combat ability. Some barbarians, issuing gutteral roars, have been known to strike more than once in combat. Unfortunately for others, the barbarian will often loose complete control during these events, and if no enemy can be found, one will often be designated.
Barbarians use these commands at their own risk, and are completely responsible for their actions during these states.
When training, your percentage advancement will now be displayed to the ONE HUNDRETH of a percent. This will allow players in the upper skill levels to better judge their skill advancement.
Very high skilled creatures now yield special bonus skill gains for appropriate play.
Large (gigantic) creatures will now utilize their entire move base when charging to attack.
Items may now be shattered while in your hand. Use the BREAK command to PERMANENTLY destroy ANY item you are currently carrying.
BREAK [item]
example
BREAK LONGSWORD
Note that strangely enough barbarians seem to gain some primal energy from destroying psionic items (which they consider vial and disgusting). Some have even been known to perform this feet during a beserk rage.
** Warning -- Some angry NPCs may feel the desire to shatter items they acquire as spoils of combat.
ENCHANT now carries the proper health penalty when used.
When coins totalling over 500k are dropped on the ground, the extra will now fall off the pile to one side or another. Note that the adventurer is COMPLETELY responsible for insuring that coins on counters do not total over 500k (and roll off behind the counter)
The Mjorin princess quest has had an oversight corrected. The Door leading to the princess's prison cell is now requires a key to open. The key choice is very logical (And should clear up some conclusion).
Betty will now reset with some frequency.
The psionic resistance of creatures in the king mino area and -8 and below Nork has been greatly reduced.
The discipline of LIGHTNING now has more kick to it.
The effects of STUN and PUSH now behave differently with regards to round timing. Min-Maxers who take advantage of round timing will need to adjust their strategy to account for the new timing.
Version 1.11.04 (03/02/93)
The great lich has (according to rumor) sucked some of the energy out of the lairs of his lieutenants and added it to his own store. Rumor has it that the protective field around their lairs has been greatly reduced.
Regen rates have been reduced to avoid critter overpopulation.
Version 1.11.03 (03/01/93)
The penalty for phone slamming has been removed. Anytime you are disconnected from the game, upon reconnection you are returned to the exact position you left. There is no con drop during combat, or item removal. You are essentially placed back into the exact situation from where you left.
Some bugs corrected
Version 1.11.02 (01/25/93)
Mjorin creatures have been taken off a few of their vitamins.
Valley-Orcs have forgotten how to resist fire.
Some pools may now dry up
Version 1.11.00 (01/10/93)
Feeling something was needed to spruce up the east-end economy of Nork, the city council hired a local "merchant" to build an amusement park. Though the task was quickly started, the merchant has not been seen since completion. Many rumors abound as to what happened to the builder, ranging from death during construction to insanity over its design.
After some concern over the status of the project, the town council found that one of the far eastern buildings had a stairway leading up to a FUN HOUSE. Judging this to be an excellent tourist attraction, the elders immediately began advertising the event with little or no concern over the actual contents of the building.
The FUN HOUSE area is designed to be a "for fun" puzzle oriented adventure. The emphasis is not on combat or risk (although there is a bit of both), but on puzzle solving and role playing.
Major game changes.
Tailors now custom fit armor to the player bringing them the kill. When you desire the tailor to skin a corpse and produce armor, drop the body on the ground and say
name, make armor
where -name- is the actual name of the current tailor.
Existing scales will miraculously tailor themselves automatically to you when you pick them up.
You may no longer use a shield which has character tied to another player. To facilitate an easier transition to this new approach, all shields which are character tied have been reset. To re-tie your shield to you, just pick it up.
Most quests now require a minimum experience level before completion.
New experimental portal technology has been introduced in select areas of the kingdom. These VLD portals (very long distance) are EXTREMELY experimental and are not guaranteed to produce safe travel.
JUMPKICK and BACKSTAB now move you along the proper path to the target.
Thief HIDE against minoking (and other) area creatures has been improved.
NPC power has been REDUCED on average of one skill level. Additionally, the power of very high skilled npcs has been reduced by a large degree.
The chance of being stricken with a combat stun has been greatly reduced.
The discipline of LIMINV is now on a time-duration basis EXCEPT when a psionicist uses it on himself.
Quitting in a no-quit area now returns you to your healer-recall area (if you have one set)
Secret doors now display properly on DrakVision!
Normal halbers now display properly on DrakVision!
New guild commands have been added to allow PLAYER control over guild tags and guild access. As of this version, new members must contact their guild leaders to be tagged.
GUILD TAG [name]
will tag a non-member (who is not a member of another guild) into your guild and allow the individual guild access.
GUILD EJECT [name]
will remove a guild member from the membership roll, and remove guild access. (see note below)
GUILD DISPLAY
Shows you all guild members in your viewing area.
GUILD TRANSFER [name]
If you are the a current guild master, this command will transfer tagging ability to the specified player.
* Note - The current method of allowing guild access will be removed on Feb 1, 1993. It is important that *ALL* guild leaders tag *ALL* guild members before this period if they wish them to have access to the guild. After this period untagged players will be ejected from the guild when they attempt to enter. As this new version goes into effect, NO ONE is a member of ANY guild under the new method, so all individuals must be tagged.
- Guild twigs and guild healer-recalls have been cleared. You will need to reset them.
Version 1.10.02 (12/01/92)
The "Ancient" red dragon in frore now has a bit hotter fire.
The "new" white snow robe and glowing skull helm are very resistant to player vanishes.
Several bugs moved to new locations.
Version 1.10.01
The IMBUE discipline (for mentalists of Defier of Vision rank and above) will now work with disciplines up to four levels less than the current skill level of the psionicist.
A few minor game patches have been installed.
Version 1.10.00
The distributed architecture for drakkar has been implemented.
Fighters specialized in a weapon now receive a skill gain bonus for each level of specialization they have achieved. This skill gain bonus is in addition to any other bonus involved in the gain. Only those disciplines gained at 1/2 the current skill level of the psionicist may be imbued into a twig. The number of charges installed into the twig is based on the skill level of the psionicist and the quality of the twig. The stun "minimum chance of effect" has been reduced from 1 in 20 to 1 in 100, and such a "minimum stun" will only affect the creature for a single round.
After testing by several players, the entire skill gain system was tossed out in favor of a new idea.
Many creatures have even LESS innate resistance to disciplines such as ENMISS and ASSAULT (and therefore less resistance to disciplines which build upon those disciplines).
After dedicating to your new profession, a player receives 50 coins worth of credit towards his first training session. For psionics training - after dedicating empty your right hand, asked to be trained, and your first discipline comes cost free. Please report any problems with this method.
FINDFRIENDLY is once again functional. The discipline requires there to be a friendly creature proportional to your power level somewhere on the continent you are currently playing on. Note that most of these creatures are not beholding to obey your every wish, merely to fight along side of you.
The CHARM discipline functions a bit smoother.
PUSH now causes creatures to lose an action (as it causes PCs to lose an action)
STONETOFLESH no longer requires that the statue be the ONLY object on the ground.
The IMBUE discipline can now place NEW disciplines on wooden twigs of twigs of exceptional quality (quite a commodity). This effect is possible to those Mentalists who have achieved the Defier of Vision rank. Since the healer guild has long been practiced in the arts of twig-creation, the Nork Healer Guild has decided to sell unblemished twigs until such time as the Mentalists Guild can come up with their own purification process.
To imbue a NEW discipline into a twig, issue the command:
FORM IMBUE [disc]
example
FORM IMBUE ENMISS
The way lost-rounds are handled during nock-downs, PUSHES or STUNs has been changed. Round timing users (and abusers) will have to become familiarwith the different "feel" of these events.
"SPECIAL" Trainers now carry the additional disciplines they should.
Items now align when picked up using the front end (when they should).
LIMINV now functions correctly with HIDE.
Fighter/Ments now get the benefit of vampiric rings.
A large number of creatures are now less resistant to common disciplines.
Version 1.09.03
Fighter/Mentalists now receive equal training for equal pay.
Traps will no longer cost thieves an arm, just a leg.
Rats in the King Mino dungeon are divided into two groups, those wholike to eat items and those who find them indigestible.
Minos in the king mino now hunt with a few noblemen.
A certain powerful longbow has been made more powerful.
DrakVision 1.5 Rev 8+ support has been added to allow mouse manipulation of items.
Version 1.09.02
The Kingdom of Drakkar welcomes the EDGE guild, and their spiffy new guild hall !
The ICE guild has been remodeled.
Thieves may now use the REVEAL command (hey its better than EXPOSE) to break hide.
A problem with martial attacks which allowed non-MA class characters wearing armor to fight better than MA class characters wearing armor has been removed. Treasure on the lower levels of nork has been greatly increased. Treasure and experience in several of the FRORE segments has been increased.
A problem with the Ancient Red Dragon's scales has been corrected.
The NMG Local 101 has installed a new stairway leading from -5 to -6. This should alleviate crowding on the level. The new stairway is located near the current one.
A bonus is now given to players hunting AT or ABOVE their current ability level .
If you are hunting a challenging area, you will receive much greater skill gain .
Players lost on certain -7 puzzles should remember who the boss of the level is, what he did to certain of his subordinates who undermined him, and that not every pressure plate gives a visible response when activated.
Version 1.09.01
POLEARM weapons such as halberds may now be used to FIGHT creatures in adjacent squares. The format of the command is the same as the normal FIGHT command.
Thieves may now hide in DARKNESS.
Disciplines such as BLIND and POISON now have extended durations for greater playability.
The UTHER quest has been modified to better reflect the original intent of the quest.
Some errors in communicating with DRAKvision 1.5 have been corrected.
Version 1.09.00
The minimum amount of starting HEALTH points is now 30. The range of possible starting health has been raised by about 10 points. Creatures on level one of the dungeon now carry smaller less dangerous array of weapondry and equipment. They also no longer strip critically wounded characters.
Drakkar has a NEW TAVERN! The great mentalist Dwarkanath dreamed it up after being kicked out of several of the finer eating establishments for having meatball-sub breath.
Drakkar (the game) now accepts pages from the new menu system. Disabling these messages is done through the use of the PAGER DISABLE/ENABLE command while inside Drakkar.
Extensive game changes have been made to implement the new DrakVision V1.50.
Please note the following "phone slam" penalty changes:
- You are no longer stripped when you force a carrier drop.
- Your character will remain in the game about five rounds, at which time it will be safely removed (Unless killed or stripped during this period)
- If you phone slam while your character is a critically wounded (IE you show up as a corpse) you will be moved to the entry area of the segment in which you are playing. (Nork for most gamers).
- If you phone slam while CHARMED you will be stripped, slain and stuffed in a convenient penalty box for unsportsman like conduct.
Axe weapons now use AXE skill instead of MACE skill (this may confuse some of the axe wielding creatures of the deep)
Breshard's stiletto now strikes for significantly more damage. Those currently held by players will experience this increase in power.
Chipuda now has a couple more toys to make the trip worth it. Some rumors indicate that he has improved his new staff, making it an awesome weapon IN THE HANDS of a mentalist.
Uther is now just consistantly mean, instead of randomly impossible.
The snowbeast is growing old, and has chilled out about wandering through the caves killing unsuspecting creatures and players.
A problem with CHARM was corrected.
Version 1.08.02(a)
More additions to the front end graphics support protocal.
Most creatures on the early levels of the dungeon will no longer strip critically wounded characters.
Most dragons are now carnivorous.
Version 1.08.02
Additions made in the front end protocal to support new features.
Some corrections were made to a few guild halls.
Items that previously lost their special properties due to being gem encrusted should now function properly. *HOWEVER* It should be noted that should an item be desired by an NPC or needed for the activation of a portal, GEM ENCRUSTING that item may taint the item so that it will not function for such a purpose.
Version 1.08.01(b)
The Kingdom of Drakkar welcomes the DOOM guild.
The Heart of the Darknight now remembers its owner.
A problem with text output has been corrected.
Chipuda's lair has had a small terrain alteration.
Certain very difficult areas have been toned down a bit.
Energy Draining creatures dont drain quite as much EXP per strike.
Version 1.08.01(a)
If you STEAL while wearing gauntlets, and have an empty right hand, the item will be placed in your left hand.
The multi class variants of ninja now obtain additional energy points upon attaining new levels.
Important note on portable holes:
Portable holes are very unstable items. There are many functions that will cause them to disappear from the game (along with your items). Also note that certain commands DEFAULT to using your sack (should a misspelling occur). Since these operations are difficult to track, portable holes will no longer be restored for any reason when they are lost.
Version 1.08.01
An error in armor blocking which tracked only your true skill level (and not bonuses and penalties stemming from specialization and encumberance) has been corrected.
NPCs are a bit less anxious about opening doors.
Version 1.08.00
Due to severe dungeon overcrowding, the NCE (Norken Corps of Engineers) has greatly enlarged several popular hunting areas.
The FIGHTER and FIGHTER/PALADIN class may now SPECIALIZE with a particular CLASS of weapon. Each specialization will increase both the effective SKILL LEVEL and combat penetration power of the chosen weapons skill. The Barbaric brotherhoods are also eligible for this knowledge (although it took some time to convince them not to eat the study material)
The first specialization category is chosen at 15th EXPERIENCE level by the player; and new categories (or additional specializations in the same category) are available at 17th and 20th level.
To specialize in a weapon, return to your brotherhood teacher and issue the command:
NAME, SPECIALIZE
While holding the weapon with which you wish to specialize in your right hand. Specialization allows you to fight at two skill levels above your current level for each level of specialization. Additional bonuses are provided in defeating weapons blocks.
Warriors who have mastered a weapons class (Skill rank MASTER or higher) may now CHARGE oponents. This command will move the warrior towards the creature and let loose with a full combat swing. The maximum distance available through a CHARGE is directly related to the skill level of the warrior.
The format for the CHARGE command is:
CHARGE [TARGET]
example
CHARGE DRAGON
Two new disciplines have been added to the psionic selection of true thieves:
Name: REVEAL
Full Name: Reveal Objects
Through the use of this discipline the thief is able to view objects through most any form of natural cover (forest, water, ice). Objects will be displayed as if they rested upon open ground.
The format for this discipline is:
FORM REVEAL [AT] [TARGET CREATURE]
Example
FORM REVEAL
or
FORM REVEAL AT SOYER
Name: TRAPSACK
Full Name: Poison Trap a Sack
Using this discipline the thief forms an energy barrier around the target sack which will defer many thieves from attempting to "borrow" items and coins from the protected player. The odds of the discipline affecting a potential pilferer are proportional to the difference between the power of the discipline and the thievery skill level of the pilferer.
The format for this discipline is:
FORM TRAPSACK [AT] [TARGET CREATURE]
Example
FORM TRAPSACK
or
FORM TRAPSACK AT SOYER
The single class thief may now move and steal in the same combat round through the use of the MUG command. This ability will enable the thief to move towards a potential target, rough him up a bit and go for a quick pilfer of an item or coins in a single round.
The format for this command is:
MUG [TARGET]
example
MUG SOYER
Note that the distance a thief can move during this process is directly proportional to the thievery skill of the mugger.
A *BREAKTHROUGH* in trap technology now enables the true thief class to SET and REMOVE traps. Traps of various strengths may be purchased from both the thieves guild and various sundry shady merchants in the kingdom.
To place a trap, the thief must first purchase the desired type of trap, and then choose a location where the trap will be installed. The format for the TRAP command is:
TRAP [POWER] [DIRECTION] [FLAGS] example
TRAP NORTH
If a thief wishes to disquise the description of the trap to make it appear as another type of item, the thief must merely place the item he wishes to mimick in his left hand before issuing the TRAP command.
Additionally, the thief may CHOOSE the conditions under which the trap will activate. The [FLAGS] field of the command may be any ONE of the desired conditions:
FLAG CONDITION UNDER WHICH TRAP IS ACTIVATED
---- ---------------------------------------
CARRYING A creature activating the trap is carrying an item matching
the description of the trap (the item held in the left
hand when the trap was activated).
NOTCARRYING A creature activating the trap is NOT carrying an item matching
the description of the trap (the item held in the left
hand when the trap was activated).
WEARING A creature activating the trap is WEARING an item matching
the description of the trap (the item held in the left
hand when the trap was activated). The trap looks for
the item as a HELM, a NECKLACE, a set of ARMOR/CLOAK or BOOTS.
NOTWEARING A creature activating the trap is NOT WEARING an item matching
the description of the trap (the item held in the left
hand when the trap was activated). The trap looks for
the item as a HELM, a NECKLACE, a set of ARMOR/CLOAK or BOOTS.
The POWER level of a trap may be any level up to the thievery skill level of
the trap installer.
TRAP examples:
TRAP EAST - Places a trap east of the thief
TRAP 8 WEST - Places a power 8 trap west of the thief
TRAP NORTH CARRYING - Places a full power trap north of the thief
which will only activate when a creature
carrying an item which matches the
description of the trap moves into the
space of the trap.
TRAP NORTH WEARING - Places a full power trap north of the thief
which will only activate when a creature
WEARING an item which matches the
description of the trap moves into the
space of the trap.
TRAP NORTH NOTWEARING - Places a full power trap north of the thief
which will only activate when a creature
NOT WEARING an item which matches the
description of the trap moves into the
space of the trap.
A thief never sets off his own traps, and is free to pick them up and re-set them to a new location. A trap which is dropped without being set is instantly destroyed.
Note that a thief is responsible for the performance of any trap which he places; and will receive full alignment penalties (and experience point gains if online when the trap is activated) when creatures are slain. (Remember that the killing of player characters is prohibited)
The DISARM command is used to attempt to DISARM a trap not placed by the thief. *ALL* characters (not just thieves) may attempt to disarm a trap (a minimum thievery skill is necessary). To attempt to remove a trap from a location, issue the command
DISARM [DIRECTION]
(Valid directions are NORTH, SOUTH, EAST, WEST, NORTHEAST, NORTHWEST, SOUTHEAST and SOUTHWEST (one space limit))
Note that failures will sometimes activate the mechanism.
Members of the Martial Arts brotherhood now gain additional bonuses on the number of creatures they can SWEEP in a round, and members who attain 6th degree Black Belt will see a vast increase in the odds of striking nearly every creature in their location (note that anyone can still roll a one (g)).
The SNOWBEAST's armor has been reduced in weight so that the barbarian class may utilize the fur without penalties. One side effect of this change is that now the unencumbered snowbeast will be able to utilize the full extent of its martial abilities.
Barbarians are now able to carry vast amounts of gold and treasure without becoming encumbered. Some scholars believe this has come to pass because they have begun taking gold from their sack and putting it between their ears, but none can be reached for comment.
It is the policy of the Drakkar game managers to solicit feedback and opinions from players concerning new features and any errors encountered while adventuring. Previously, players who abused program errors to advance their characters were not penalized, even if the errors were not immediately reported.
To improve customer enjoyment of their adventures in the kingdom, any future such unreported and abused program errors will result in the rolling back of any character advancement to the state previously held before the abuses occured.
The killing of other player characters (PCs) is banned from the lands of Drakkar. Violators will be dealt with most severely.. Be warned..
The unauthorized entrance of a guild hall by a non guild member, or the removal of items from a guild you are not a member of is strictly prohibited.
Should you have any questions, comments or suggestions, please leave email to user bil (option 4 from the Tantalus main menu).
We welcome your input, and enjoy the game!
CHARACTER SERVICE REQUESTS
Overview
Most character service requests fall into two categories, name changes, and character repairs. Characters repairs can be simple or complicated. The difference between simple and complicated character repairs will be discussed in a later paragraph.
You should send a character repair request if your character is damaged due to network problems, MPG-NET computer problems, or software errors in the Front-End program or the Kingdom of Drakkar. For instance if the you are in the middle of a fight and the Front-End program suddenly freezes, and you reboot your machine only to find that your character died as a result of your inability to send commands, you have a legitimate complaint. If you venture into an area that is too difficult for you and your character dies, you do not have cause to request a character repair.
Name changes and simple character repairs will be honored by the end of the business day, Pacific Time, after receiving the request. Barring unusual circumstances, complicated character repairs will be completed by the end of the second business day after receiving the request. Mail from players is read in the morning Monday through Friday.
For example, a request for a simple character repair sent on Monday at 2:30 AM, Pacific Time will be read, and the character repaired, by 5:00 PM, Pacific Time the same Monday. A request for a complicated character repair sent on Friday a 8:00 PM, Pacific Time will be read, and the character repaired by 5:00 PM, Pacific Time on Tuesday.
Essential Information
All requests for character service must contain the following information: (1) your account number, (2) whether the character is the primary or alternate character on the account, (3) the character name. For example:
Account Number: 100000
Character: Alternate
Character Name: Thename
This information should be at the beginning of your e-mail message; without it, processing your request will be delayed.
Name Changes
Requests for name changes must conform to the same rules as name assignment at the time of character creation, i.e., no underscores in the name, no spaces, no capital letters except for the initial letter. If you belong to a guild, you will have to have your character's guild tag removed by a guild leader before the name change.
Character Repairs
Simple character repair requests are limited to statistic changes and are the least intrusive. For example, if a communication delay causes the death of your character, and all you desire is to have your character's constitution and health points adjusted, this is an easy repair and requires very little investigation of the game logs.
Complicated character repair requests include all requests in which you desire to have items returned or you wish to have your character restored from a backup. Character backups are created daily, usually in the morning. Before a complicated character repair can be made, the no special procedure associated with simple character repair requests. Just send electronic mail requesting the statistic adjustments and go back to playing normally.
To have items replaced, you must make sure there is enough space in the Nork locker of your alternate character. The number of items that you wish to have replaced directly impacts the amount of time it takes to put those items in locker. One item is not difficult. Ten items is more of a problem. You may also play as normal after making a request for item restoration.
In the worst case, if your character is eaten by a dragon as a result of a communication slowdown, and you wish to have your character restored from a backup file, you should send electronic mail and not play your character until you receive a reply from Drakkar.
All character service requests must be sent by electronic mail to Drakkar. Phone repairs will not be made. The electronic mail address for Drakkar is DRAKKAR.
Version 1.30.36(nork)(2/24/95)
Many lair creatures now have their own unique icons.
Several items have had their picture corrected.
Version 1.30.35(nork)(2/3/95)
The prized hides of Nork's greatest creatures are becoming quite the commodity. So much so that many of the Old Norken guard can no longer acquire them.
Version 1.30.35(pit)
Many creatures who were formerly harmless when they dropped or lost their weapons now are less harmless if they are weaponless.
Version 1.30.34(pit)
A problem with SWEEP and MULTISTRIKE has been fixed
Version 1.30.33(pit)(11/23/94)
Certain Martial Arts specialty abilities have been improved:
CHI MINORSHIELD, and CHI SHIELD have been greatly improved in power.
CHI SWEEP now has a higher probability of sweeping more oponents.
CHI IRONFIST has had its defensive penalty greatly reduced and striking power has been increased.
A problem with ENERGYSIPHON has been corrected.
Version 1.30.32(pit)(11/21/94)
1. The population of wraiths has been thinned somewhat and those wraiths that do not carry daggers have a very high chance to be wearing a coveted item.
2. Yet another trader has found his way out from the swirling sands of the Great Desert and into the tent village there.
3. Some of the dragons that live in isolated areas now carry keys to open their doors more often. They were worried that they'd be locked outside, away from their treasure hoard, with no way to defend it from pilfering adventurers.
Version 1.30.31(nork)(11/14/94)
Nork now has all updates present up to version 1.30.31 (see following notes)
Version 1.30.31(pit)(11/14/94)
A few upper level disciplines had their values swapped. They are corrected now. Please re-check the costs.
Version 1.30.30(pit) (11/7/94)
*** IMPORTANT NOTE ***
*
*Due to the inherent unreliability of many forms of internet connections
*into the network, a command timer has been added into drakkar.
*
*When in combat, if 3 rounds pass without a command being entered
*(When the user is unstunned, uncharmed, etc), your character will
*be removed from the game. This may take time for users
*to adjust to, so please take care when trying out this version.
*
*"COMBAT" is defined as any time your character has participated in
*hostile activities (Either taking a hostile action or being attacked).
*This state persists for 3 rounds after the activity occurs.
*
* To disable this feature, type:
* NODEGUARD DISABLE
* To re-enable the feature, type:
* NODEGUARD ENABLE
* To get the status of the feature, type:
* NODEGUARD
*** IMPORTANT NOTE ***
* If you DISABLE the NODEGUARD feature, you are open to network lockups
* and delays. If the feature is disabled, you are not eligible for
* character and item restores due to node problems (no exceptions)
***
Lair creatures who have "fallen" or are currently not at their correct altitude will now place items into their lair, not at their current altitude.
The skill gain system has been reworked to better reflect the struggles of the melee combat classes. Many of the complex gain calculations have been replaced with simple weighted values. You will notice very different gain in all of your hunting.
Several creature-logic errors have been fixed, take care when exploiting old logic quirks.
A new method of handling creature corpses has been introduced, please report any problems to drakkar.
Scenario Specific Changes (PIT)
Loriapi loves gold and treasure just as much as any adventurer and she decided to move her lair to a place where she can have access to all the loot she strips from unfortunate adventurers. She has learned how to partially animate some of the armor that has fallen into her hands and has used it to create a robot-like creature which she has set at guard in her lair.
It has been rumored that a strange trader has appeared out of the swirling sands of the Great Desert and has set up shop in the tent village there.
The daggers carried by some of the undead creatures have become more rare and those creatures might have to resort to using their claws to defend themselves.
Some of the healers that populate Kaldor's temple are not as energetic as they once were. They are still very skillful, but they are not as able to sustain their high levels of energy for very long.
Some of the dragons that live in specific lairs have become more fastidious in keeping the doors to their homes closed. They have developed a way of remotely closing their doors and they are very protective of their privacy.
Version 1.30.29(pit) (10/17/94)
1. SCRY will no longer destroy walls around the target.
2. Disconnected players will now be removed from the game quicker.
Warriors and Warrior subclasses (Including barbarians and martial artists) of 19th or higher exp level have developed a new compressed learning technique when honing weapons skills of rank Warrior and above. A new knowledge bonus is awarded for heavy combat situations.
Thieves working in parties now receive half their backstab skill gain in thieving skill, and half is contributed to the party. The weapons portion of their gain is still completely contributed to the party.
Version 1.30.28(pit) (10/4/94)
Many bugs changed.
1. The mentalist-artisan guild has been working overtime to imbue even items that bestow protection from the earth disciplines upon the wearer. In addition, some nasty, evil types have broken into the guild warehouse and have stolen a large supply of items that boost energy regain.
2. The dwarven construction guild has installed a few more doors into the walls of the caves under "Timmytown". These doors don't lead to new areas, but they give easier access to existing areas.
3. Adventurers can now drink bottles from their sacks without opening them.
This means that the command:
"take bottle from sack;drink it;break it"
is a valid command. You no longer have to open bottles and place them in your sack in order to drink them in 1 round.
However, all open bottles that you attempt to place in your sack will spill. There is no longer any reason to place open bottles in your sacks.
4. The membership of the various thieves guilds are upset about the obviously illegal access non-members have been given to their secret hideouts. They have pooled their resources and hired some famous mercenaries to guard the secrets of the thief handshake. Non-thieves in theif guilds should beware.
Individuals wearing the broken loriapi robe are reminded that skill gain may suffer when wearing it.
Version 1.30.26(PIT) (9/8/94)
1. The relentless grinding of alpine glaciers has opened a narrow pass in the mountains. Some say that the screams of terrible beasts echo down the desolate mountain passes.
2. A new merchant has found his way into the cave town. This merchant has perfected some mysterious methods of armor-making.
3. The genetic experiments of the Pit Lord continue. Some hunting techniques which, in the past, had insured safety, now might not be so foolproof.
4. Due to the shortage of psionically perfected cloth in the pit, some extremely powerful items of clothing are no longer light enough to wear, one on top of another.
5. Some items should now attune to their owners properly.
6. The Apothecary guilds are unhappy with the performance of the potions distributed by their delivery services. The problems are being addressed by the guild membership and corrections should be made shortly. In the meantime, it probably will not be worthwhile to obtain and drink those bottles.
7. Some trainers have learned how to properly train their charges.
If you attempt to move into an overcrowded hex, instead of always being blocked, you now have a chance of pushing someone out of the way (assuming you are strong enough to do it or dextrous enough to avoid it).
Version 1.30.25(PIT) (9/5/94)
1. Many of the forest giants, discouraged by the persistance of the invasion of their forest domain in spite of the best and most savage efforts on the part of the giants, have decided to retreat to their mountainous strongholds to prepare for a concerted counterattack. They have left behind a rear-guard to harrass the enemy invaders.
2. Reports have reached the Pit Lord that some of his most ferocious creatures are dying for no apparent reason. The Pit Lord has embarked upon a campaign of genetic engineering and mutation in order to produce creatures that have a better awareness of what is going on around them. He has concentrated his efforts on creatures that have already mastered some of the secrets of invisibility.
3. Most dragons that wander around have lost their taste for human and outcast, and underground dweller, etc.) flesh. Some dragons that have established residence in fixed locations are forced, because of the isolated nature of their existance, to be less choosy in foods that they will consume.
4. Shopkeepers and bankers have learned to count higher.
5. After much argument within their guild, the survival trainers have agreed to teach their advanced techniques to everyone.
Version 1.30.24(PIT) (8/31/94)
After the initial attack on Kaldor's temple, he has decided to keep tighter control over the activities of his guard, and has locked them in his temple to prevent them from wandering the woods.
A new doctor is visiting tree-top town.
A genetic mutation has occurred in some underground creatures which prevents them from seeing in darkness.
Bones no longer completely block hexes.
Version 1.30.23 (8/18/94)
A new land has opened, strange and distant, exceptionally brutal in every respect. Seek no adventure there unless you are fully prepared.
Storyline for this new scenario will be posted in this space shortly, stay tuned.
Note on portable holes:
Although portable holes may be taken to other scenarios, it is important to remember that their CONTENTS exist only in the current scenario. So a portable hole containing items in one scenario will be empty when taken to another.
In the times of old the Four defended the City of Frore against the ravages of the Snow Beast. Mighty were they, but the Beast was cunning and skillful, and the Four sought means to defeat it. They ventured into the caverns in which She Who Ruled The Land dwelled, and with them came five score of Frore's finest warriors. The group fought through the barracks that once housed Nork's Elite Guard, long since corrupted by the evil magic unleashed by the Empress. Deeper still, the party discovered within the twisting passages a gate, shimmering with power. A vote was cast and the warriors elected to venture into the portal in search of the power that might save Frore. One by one, they stepped into the portal, disappearing from sight. Months later, of the valiant heroes that ventured forth, only the Four returned, battered and naked.
None of the Founders of Frore would speak of what they saw. The Four re-entered the caverns under Nork, now easily making their way though perils that had once daunted thier elite force. Back to the shimmering gate they fought, and the powerful Chipuda bent his will to seal the portal, as the others grimly stood guard. Tears of anguish fell from the great mentalist, for among those who had been lost was his love, Loriapi. For eight days Chipuda toiled, until with a final gesture he called the Earth itself to rise up and bury the entrance. The Four ventured to the surface, leaving only a single slab of stone, etched by Chipuda that read, "My dearest Tulip, one day I will return for you, this I swear..."
The Four returned to Frore and, after time, they too fell to the ways of Evil. The portal and it's horrors were forgotten...
Recently, rumors of the portal have re-emerged. A powerful mentalist, careless with his earthen powers has broken the seal made so long ago; the stone epitaph reduced to shards. People are beginning to speak aloud of the riches that might be found, but whisper when speaking of the Evils...
Version 1.30.22 (7/6/94)
CHI SWEEP now has a higher probability of sweeping multiple creatures.
ASCII Single character echo has been disabled.
If you dislike the multiple-updates that occur per round (in heavy traffic areas this can slow down your response time at 2400 baud) you may now disable the feature with the UPDATE command.
UPDATE
This will toggle between a single update per round and the multiple update method.
The "noise" of shockwave should be reduced significantly.
Version 1.30.20 (6/29/94)
As the barbarian gathers his strength from the chaos around him and seeks to vent this energy in a wild and uncontrolled form (Through the breaking of powerful items and berserking during combat), the Paladin and Martial Artist are conversely interested in focusing their energies in an ordered manner.
Fighter/Paladin
The Fighter/Paladin relies on the strength of law and control of the mind and body to direct combat. In addition to the benefits currently enjoyed by the class, recent advances in focused combat have added the following techniques to their repertoire. Each technique is activated through the focusing of the paladin's energies, and often place great stress on the warrior.
Objects of FOCUS include:
STRIKE
STRIKE focuses the paladin's energies away from defense and into a single powerful blow. This blow often penetrates armor more effectively than normal combat swings.
Example:
FOCUS STRIKE ORC
BLINDSTRIKE
When vision fails, either through blindness or a dark room, BLINDSTRIKE enables the paladin to strike forth at a random opponent occupying the same hex. Sufficiently skilled paladins are often able to seek out a specific target to strike.
Example:
FOCUS BLINDSTRIKE
or
FOCUS BLINDSTRIKE ORC
MULTISTRIKE
Allows a paladin to strike multiple creatures in a single round. The number of creatures which can be hit is directly related to the number of attacks per round the paladin has.
Example:
FOCUS MULTISTRIKE
PARRY
Moves the paladin into a tight defensive position, where all resources are targeted towards fending off blows. This position is maintained until another command is issued.
Example:
FOCUS PARRY
BOOST
At will, the paladin may begin a trance which will produce a strength and dexterity increase of two points for many rounds.
Example:
FOCUS BOOST
POWERSTRIKE
An improved version of STRIKE, POWERSTRIKE produces a devastatingly powerful single blow, directing most (if not all) of the paladin's defensive actions towards an offensive combat position.
Example:
FOCUS POWERSTRIKE ORC
DEFEND
A singularly noble action, DEFEND raises the defense level of another player at the expense of the defensive ability of the paladin. Additionally, simple minded creatures will often direct their attacks away from the defended player and towards the paladin.
Example:
FOCUS DEFEND BUBBAJOE
SUPERBOOST
An improved form of BOOST, SUPERBOOST increases the paladin's agility and strength by five points. Additionally, the move rate of the paladin is increased by one hex per round. The concentration time for this state is often as long as four rounds.
Example:
FOCUS SUPERBOOST
ARMORSTRIKE
This attack form attempts to damage both the armor and carried weapons of an opponent. A successful hit will often damage the opponent's armor, and when a weapon block occurs, the opponent's weapon will be damaged.
Example:
FOCUS ARMORSTRIKE ORC
ULTRABOOST
The ultimate in personal boostware, ULTRABOOST adds EIGHT points of Strength, EIGHT points of Agility and TWO points of move rate to the paladin. The stress of this concentration is immense, and concentration time is often as high as seven rounds.
Example:
FOCUS ULTRABOOST
MAXSTRIKE
The ultimate in single combat blows, MAXSTRIKE summons forth all the concentration of the paladin into a tremendous, awe inspiring blow which OFTEN utilizes close to the full damage potential of a weapon.
When MAXSTRIKE is issued, the paladin forgoes any attempts at defense in an effort to effectively carry out this most difficult action.
Example:
FOCUS MAXSTRIKE ORC
DISARM
DISARM attempts to literally rip the opponent's weapon from their hands and throw it to the floor. Success is extremely difficult, and often requires many attempts.
Example:
FOCUS DISARM ORC
PIERCE
PIERCE is the ultimate in armor piercing attacks. This attack form directs all of the paladin's energies towards a single thrust, often completely bypassing armor and other physical protections. The damage is quite severe, often many times that of a normal blow.
These abilities are gained in each weapon class as the paladin progresses in that weapon class. For each specialization the paladin takes in a particular weapon, a one level increase in technique level is obtained.
Technique Skill Level
STRIKE High Warrior
BLINDSTRIKE Specialist
MULTISTRIKE Beholder of the Art
PARRY Beholder of the Art
BOOST Initiate of Stance
POWERSTRIKE Student of Stance
DEFEND Master of Stance
SUPERBOOST Initiate of Form
ARMORSTRIKE Student of Form
ULTRABOOST Master of Form
MAXSTRIKE Initiate of Style
DISARM Student of Style
PIERCE Master of Style
The True Martial Artist
The pure Martial Artist summons inner strength (or CHI) during combat to perform the great combat feats which have gained them their reputation. Recent studies of ancient manuscripts have brought to light long forgotten practices which are now available to the learned student.
SWEEP
The CHI SWEEP differs from its earlier combat cousin in that it enables the martialist to attack creatures normally invisible (through darkness, blindness or invisibility). This more difficult version of the command does carry a significant defensive penalty however.
Example:
CHI SWEEP
MINORSHIELD
Through the summoning of internal energies, the martialist is able to produce a sphere of protection which provides a degree of damage reduction from both psionic and physical damage. The concentration time for this technique is usually around three rounds.
Example:
CHI MINORSHIELD
WALLBREAK
Through the use of this discipline the martialist directs focused energy in a specific direction. This energy will explode at the terminus, and will often blow down walls in the general vicinity. The ability places great stress of the concentrator, who is channeling a portion of their life force into the effect.
Example:
CHI WALLBREAK NORTH
IRONFIST
IRONFIST produces a single, powerful blow at the specified target. The blow concentrates a portion of the martialist's energies away from defense and towards offense.
Example:
CHI IRONFIST ORC
MINORPOOL
MINORPOOL sends the martialist into a deep trance (often for as many as four rounds) where internal energies are carried into temporary health points. This energy will raise the martialist to a level 50% above his maximum health. Note that these points are temporary, and will not return once removed through damage (or a health bottle).
Example:
CHI MINORPOOL
JUMPSTRIKE
JUMPSTRIKE is an awesome ability which throws the martialist into the air towards the specified opponent, kicks the target, and then issues a powerful punch. The martialist concentrates most available energy from defense and towards this offensive action.
Example:
CHI JUMPSTRIKE ORC
SHIELD
A more powerful version of MINORSHIELD, SHIELD produces a solid damage shield around the martialist which resists physical and psionic damage. The concentration time to produce this effect is nearly five rounds. The channeling of internal energy into an external force in this way causes great physical stress upon the martialist.
Example:
CHI SHIELD
POWERSWEEP
martialist. The targets need not be seen to be effected.
Example:
CHI POWERSWEEP
POOL
A powerful effect generated when the martialist summons forth internal energy to produce twice his maximum health in current health points. Note that this health is temporary and will disappear once used.
Example:
CHI POOL
RAPIDPUNCH
A fury of successive punches targeted against a single opponent. Each punch is a separate attack. The number of attacks is directly related to the number of attacks per round of the martialist.
Example:
CHI RAPIDPUNCH ORC
MAJORSHIELD
The ultimate in personal CHI shields, provides sixty points of protection against each attack of both physical and psionic damage. The concentration time required to produce a MAJORSHIELD is often more than 7 rounds. The energy directed away from the martialist's life force into the shield is substantial.
Example:
CHI MAJORSHIELD
MAJORPOOL
MAJORPOOL produces a trance like state in the martialist which, upon completion, produces a temporary health value THREE TIMES that of the martialist's maximum health points. Note that these are temporary health points and are not restored once removed through damage. The concentration time for this effect is often as high as twelve rounds.
example:
CHI MAJORPOOL
DEATHTOUCH
DEATHTOUCH is the most feared CHI art form. When used, the martialist forgoes one permanent point of constitution in a chilling death attack on the specified target. Creatures with less than half skill level of the martialist in levels are slain outright, and others suffer from one third to three times their maximum health in damage. Creatures with a powerful form of the IRONFIST discipline. There are no aging effects to this discipline.
Example:
CHI DEATHTOUCH ORC
Technique Skill Level
SWEEP Master
MINORSHIELD Grand Master
WALLBREAK Beholder of the Art
IRONFIST Seeker of the Sash
MINORPOOL Bronze Sash
JUMPSTRIKE 2nd Degree Bronze
SHIELD 3rd Degree Bronze
POWERSWEEP 4th Degree Bronze
POOL 5th Degree Bronze
RAPIDPUNCH 6th Degree Bronze
MAJORSHIELD 7th Degree Bronze
MAJORPOOL 8th Degree Bronze
DEATHTOUCH Silver Sash
**********
Transmuting rats in the king mino area have had their numbers greatly thinned by their sewer cousins.
Constitutions above 18 will now properly be restored when a player is critcured by a healer.
The duration of a round has been shortened (by up to 2 secs in some cases)
Creature regen/corpse decay has been increased.
Version 1.30.12C (6/2/94)
- A problem with ascii terminal mode has been corrected
- Chipuda is less stingy with his restore eps
- It is rumored that thief traps will soon be made available as random treasure (where a thief could disarm and trade them in for gold) Due to this fact, all traps now go down in value with each use.
- A problem with the Party command has been fixed
- The fire plain now regenerates correctly.
Version 1.30.12B (5/31/94)
- A modification has been made to round timing. Now your health status will be updated several times during the round. You will also receive combat messages closer to the time they actually occur, instead of at the end of or beginning of the round.
- If you are member of a party, and are far away from your party-leader, your experience will no longer go into the party pool (You will receive it)
Version 1.30.12A (5/30/94)
- A few more problems fixed.
- Please note that the Chipuda staff is class restricted to the mentalist.
If you have one previously created before this version change (And are not a mentalist), please leave mail to drakkar and you will receive a one time replacement.
Version 1.30.12
- The text box window will now be updated throughout the round, instead of at the end of the round. This should allow more time for "decision making"
- Creatures across the board have had their agilities lowered, some quite drastically. This will increase combat strikes and decrease misses.
- Homlet rockmen have had their skill lowered.
- ATONE now gives a more descriptive failure message.
Version 1.30.11
Patches to new release (1.30.10)
- Gold and gems in homlet have been set to more appropriate levels.
- Creatures across the board have had their strength toned down, some quite drastically.
(Should affect both hits and damage)
- Some errors in creature experience have been fixed.
- Generic creatures who have hit dice over 21 no longer get the new "22+" saving throw. Only "classed" creatures (fighter, MA, etc) will receive it.
- Saying DROP and a non existant item will no longer choose an item to drop.
- The base encumberance limit has been doubled (the base value before bonus), allowing characters to carry more weight. Those with exceptional strength will now be able to carry a ridiculous amount of weight.
- POWERWORD HEAL will now heal the FORMer of the discipline.
- PSIMIRROR has been modified to better mimick its previous behavior.
Version 1.30.10 (Courtesy of Oog)
Oog, oog oog oog. Oog oog oog oog oog, "Oog, Oog oog oog oog."
(Oog oog)
Oogh!
Version 1.30.10 (Translation) (5/24/94)
(This is only a PARTIAL list of changes, be careful out there!)
Drakkar welcomes the sage guild, the FATE guild, the Bane, the Blade, and their spiff new guild halls! (Some construction still going on)
Breshard has lost his ability to inflict a single devastating Firestorm.
Many of Breshard's top guard have abandoned him. He is now having to do with less skilled personal guards.
Chipuda has fired many of his top guard, claiming they are after his staff. He has since hired less skilled soldiers who are less likely to be after his power.
The brotherhood of healers has found a way to greatly reduce discipline failure chances - as a factor of skill level. All members have been instructed on these new techniques.
Most lair creatures have suffered a vast drop in average damage potential. At the request of many of the land's inhabitants, combat with them has gone from short power play to extended group play.
Quest crystals now generate with much higher frequency.
Characters of 22nd and higher level now receive an additional saving throw which will reduce psionic damage by up to 1/4.
Very High stats now produce major bonuses. Very high strength greatly increases carrying capacity and striking damage. Very high dex now gives large bonuses in combat. Wisdom and intelligence can even produce higher energy regain.
Homlet creatures have been reduced in power. Homlet elementals have had their combat staying power greatly reduced.
Homlet gems have been nearly doubled in value.
A new stat, MOVE BASE has been added. Players with high agility scores will move at bonus rates, while those with very low agility will have move penalties.
Gems can now be used at trainers! Simply drop the gem and the trainer will give an appropriate amount of training. Warning! They dont give change!
The brotherhood of barbarians now accept the corpse of their most powerful kills as payment for training!
The brotherhood of paladins now accept the corpses of their most powerful EVIL kills as payment for training!
The uther broadsword now yields over ten times more experience than its predecessor.
The elemental plain of fire has recently undergone a population explosion.
Some bottles may now contain more than one ounce of fluid.
Attributes may now have temporary values (Such as strength boosts, energy boosts, etc)
New Commands:
Drakkar now supports player character parties. Parties will share experience and skill gain for most action during adventuring. In order to benefit from party gain, your character must be a member of the party who is not invisible and who is within a few hexes of the party leader.
PARTY CREATE [NAME]
Creates a party with the specified name.
Example:
PARTY CREATE FUNDUDES
PARTY JOIN [NAME]
Join the party specified.
Example
PARTY JOIN FUNDUDES
PARTY BREAK
Disbands a party (You must be the creator)
Example
PARTY BREAK
PARTY LEAVE
Leaves a party
Example
PARTY LEAVE
PARTY EJECT [NAME]
Ejects a member from your party (You must be the creator)
Example
PARTY EJECT Soyer
PARTY LIST
Example
PARTY LIST
Additional new commands:
CHASE [TARGET]
Moves you towards your target.
CHASE Soyer
* Note that the target may have already moved from the square he appears on, in which case you will lag behind.
Version 1.20.07 (10/08/93)
In an effort to increase fun in some of the more difficult play areas; and in response to user concerns regarding the problems relating to constant stunning in these areas, the following changes have been made:
- On the lower mino-king levels stunners have been made very rare. Their lack of appearance will not reduce critter density, as other creatures will show up in their place. The stunning power of the remaining creatures has also been reduced.
- On the mid levels of Nork (-8) stunners have been given an extended vacation, with only a few of their brethren intermixed with the local denizens. Those remaining are not as skilled as their vacationing brethren.
- Skill gain in homlet has been increased, and creature staying power has been reduced.
After long study by the thief authorities of nork, thieves again receive a message when someone activates their traps. In addition, the thief will gain experience if the creature is slain. A new feature of these devices is that the rogue will gain a kill-bonus of theivery skill if the trap takes a creature out.
The ring obtained from the frore guardian will now provide cost-free use of disciplines up to 17th skill level. Those acquired after this point will not be without energy cost, but will instead receive a power bonus when used.
The OrcArchers in Mjorin have been reduced in both staying power and physical ability, allowing easier access to careful team hunts.
In response to customer demand, the keys to Mjorin NorthKeep are now on sale IN NorthKeep.
The ENERGYSHIELD rings will now function correctly. If their are any problems in this area please let us know.
The ink formula used to inscribe scrolls has been changed; allowing them to once again be read without the use of psionic devices.
Artifacts in the posession of long inactive characters are beginning to rumble for home. Rumor has it that some may soon be available for other adventurers to obtain.
Version 1.20.06 (09/22/93)
A difficulty with Mentalist regain has been fixed.
The portal to the fun house now selectively screens out low level adventurers.
The Mentalist's Guild has again increased the power of a SHOCKWAVE. Rumorhas it that it delivers almost twice its original punch.
Version 1.20.05 (09/17/93)
The Mentalist's guild has discovered a way to improve the SHOCKWAVE discipline so that it no longer nocks the psionicist forming the discipline down.
The Healer's guild has discovered a way to put a little more force behind the PUSH discipline.
Version 1.20.04 (08/30/93)
A few bug fixes.
Version 1.20.03 (07/26/93)
Town NPCs will now use your name when responding to a greeting.
Crystals now shatter properly.
Breshard, although just as insane as ever, no longer has quite as much staying power for long combats. He will try to wipe out attackers with a few powerful jolts, before retiring to more traditional combat.
Version 1.20.02 (07/21/93)
Command buffering and round timing has been greatly improved.
Stuns and Knock-downs should now occur correctly.
Version 1.20.01 (07/19/93)
Several bugs were fixed.
The frore king's quest now accepts the correct items.
Version 1.20.00 (07/16/93)
It has been discovered that total dedication to the psionic disciplines has enabled very high skilled mentalists to regain their psionic energy at a greatly accelerated rate. Some feel this is due to their total devotion to the psionic studies and lack of tangents (such as studying manual combat). The dedicated mentalist will feel the first touches of this ability at Wizard rank, with another boost following shortly thereafter.
It is also believed that near this same level of skill Healers (though not totally dedicated to psionics) are able to continue psionic recovery even while wounded. It is surmised that an additional psionic recovery boost will be felt with but a single additional advancement in psionic rank.
Appalled at the falling prices of their services, armor tailors now demand that most customers participate in the slaying of the creatures they bring in and desire skinned. Additionally, it has been rumored that some items now atune to an adventurer when contact is made with the previous owner's corpse.
Nork surgeons are now able to cap out both the experience and skill lost when an adenturer suffers a critical death.
To assist in the slow stages of advancement in the very high levels, the following changes have been made to the existing skill and EXP system:
Very challenging areas of the game (such as the King Minotaur pits and -8 and below) now receive special "skill perks" when hunted. This bonus should help speed development of advanced players, without counterbalancing the current skill gain of lower skill levels. Additionally, new areas will be designed to appeal to the 19th-25th skill level adventurer, where puzzles and quests will aid the adventurer in fine tuning their talents.
The experience system has been flattened for levels 20 - 25. These levels will progress at a constant rate (that of 20th exp level).
The skill system has been flattened for skill levels 19 - 23. These levels will now progress at a constant rate (that of 18th - 19th).
The goal in these changes is to make it possible for players to overcome the skill doubling curve and progress into areas of expertise, where skill and experience gained from years of play is not easily "almost" duplicated in a fraction of the time by new players.
The discipline of VANISH has been renamed to TRANSMUTE. It will behave as before.
The thieves guild has discovered a way to produce traps in a more safe and economical manner, and the prices have dropped accordingly.
In response to customer demand for less repetitive work on the "King's Quest" portion of the saber-snowbeast quest continuation; the quest has been redesigned to require different items. This scenario better fits the concept of the 3 adventurers struggling to produce a weapon to defeat the snowbeast.
Because of the above change, the following additional modifications have been made to chipuda and breshard:
- Chipuda has channeled his psionic energy from his person into his staff, creating a new weapon of terrible, terrible ability (Beware!). Because of this, chipuda has lost the ability to use the earthcrush (and other) disciplines. Rumor has it that he has hired some very expensive retainers to better serve his purposes. Great care should be taken when facing this immensly insane wizard.
- Chipuda now has better control over the status of his energy pool.
- Breshard, jealous of Chipuda's lead in the weapon's design race, has also sacrificed many of his disciplines and channeled this energy into his weapon. He now claims that the item may be sentient. Fearing an attack by Chipuda, Breshard has hired some of frore's finest warriors to protect him.
- All crystals involved in the hunt for Uther will shatter upon use.
** Warning - Chipuda and Breshard are now extremely challenging.
The leviathon has been toughened up a bit and brought up to Frore standards.
The barbarian brotherhood, long controlling their animalistic natures, have declared that they have had enough. After long meetings involving much wine and ale, they have decided to allow their members to release their primal energies during combat. Though some may consider these actions truely "BESERK", the barbarians believe that any damage done during combat is good damage.
It is rumored that each stage of rage that a barbarian enters greatly increases combat ability. Some barbarians, issuing gutteral roars, have been known to strike more than once in combat. Unfortunately for others, the barbarian will often loose complete control during these events, and if no enemy can be found, one will often be designated.
Barbarians use these commands at their own risk, and are completely responsible for their actions during these states.
When training, your percentage advancement will now be displayed to the ONE HUNDRETH of a percent. This will allow players in the upper skill levels to better judge their skill advancement.
Very high skilled creatures now yield special bonus skill gains for appropriate play.
Large (gigantic) creatures will now utilize their entire move base when charging to attack.
Items may now be shattered while in your hand. Use the BREAK command to PERMANENTLY destroy ANY item you are currently carrying.
BREAK [item]
example
BREAK LONGSWORD
Note that strangely enough barbarians seem to gain some primal energy from destroying psionic items (which they consider vial and disgusting). Some have even been known to perform this feet during a beserk rage.
** Warning -- Some angry NPCs may feel the desire to shatter items they acquire as spoils of combat.
ENCHANT now carries the proper health penalty when used.
When coins totalling over 500k are dropped on the ground, the extra will now fall off the pile to one side or another. Note that the adventurer is COMPLETELY responsible for insuring that coins on counters do not total over 500k (and roll off behind the counter)
The Mjorin princess quest has had an oversight corrected. The Door leading to the princess's prison cell is now requires a key to open. The key choice is very logical (And should clear up some conclusion).
Betty will now reset with some frequency.
The psionic resistance of creatures in the king mino area and -8 and below Nork has been greatly reduced.
The discipline of LIGHTNING now has more kick to it.
The effects of STUN and PUSH now behave differently with regards to round timing. Min-Maxers who take advantage of round timing will need to adjust their strategy to account for the new timing.
Version 1.11.04 (03/02/93)
The great lich has (according to rumor) sucked some of the energy out of the lairs of his lieutenants and added it to his own store. Rumor has it that the protective field around their lairs has been greatly reduced.
Regen rates have been reduced to avoid critter overpopulation.
Version 1.11.03 (03/01/93)
The penalty for phone slamming has been removed. Anytime you are disconnected from the game, upon reconnection you are returned to the exact position you left. There is no con drop during combat, or item removal. You are essentially placed back into the exact situation from where you left.
Some bugs corrected
Version 1.11.02 (01/25/93)
Mjorin creatures have been taken off a few of their vitamins.
Valley-Orcs have forgotten how to resist fire.
Some pools may now dry up
Version 1.11.00 (01/10/93)
Feeling something was needed to spruce up the east-end economy of Nork, the city council hired a local "merchant" to build an amusement park. Though the task was quickly started, the merchant has not been seen since completion. Many rumors abound as to what happened to the builder, ranging from death during construction to insanity over its design.
After some concern over the status of the project, the town council found that one of the far eastern buildings had a stairway leading up to a FUN HOUSE. Judging this to be an excellent tourist attraction, the elders immediately began advertising the event with little or no concern over the actual contents of the building.
The FUN HOUSE area is designed to be a "for fun" puzzle oriented adventure. The emphasis is not on combat or risk (although there is a bit of both), but on puzzle solving and role playing.
Major game changes.
Tailors now custom fit armor to the player bringing them the kill. When you desire the tailor to skin a corpse and produce armor, drop the body on the ground and say
name, make armor
where -name- is the actual name of the current tailor.
Existing scales will miraculously tailor themselves automatically to you when you pick them up.
You may no longer use a shield which has character tied to another player. To facilitate an easier transition to this new approach, all shields which are character tied have been reset. To re-tie your shield to you, just pick it up.
Most quests now require a minimum experience level before completion.
New experimental portal technology has been introduced in select areas of the kingdom. These VLD portals (very long distance) are EXTREMELY experimental and are not guaranteed to produce safe travel.
JUMPKICK and BACKSTAB now move you along the proper path to the target.
Thief HIDE against minoking (and other) area creatures has been improved.
NPC power has been REDUCED on average of one skill level. Additionally, the power of very high skilled npcs has been reduced by a large degree.
The chance of being stricken with a combat stun has been greatly reduced.
The discipline of LIMINV is now on a time-duration basis EXCEPT when a psionicist uses it on himself.
Quitting in a no-quit area now returns you to your healer-recall area (if you have one set)
Secret doors now display properly on DrakVision!
Normal halbers now display properly on DrakVision!
New guild commands have been added to allow PLAYER control over guild tags and guild access. As of this version, new members must contact their guild leaders to be tagged.
GUILD TAG [name]
will tag a non-member (who is not a member of another guild) into your guild and allow the individual guild access.
GUILD EJECT [name]
will remove a guild member from the membership roll, and remove guild access. (see note below)
GUILD DISPLAY
Shows you all guild members in your viewing area.
GUILD TRANSFER [name]
If you are the a current guild master, this command will transfer tagging ability to the specified player.
* Note - The current method of allowing guild access will be removed on Feb 1, 1993. It is important that *ALL* guild leaders tag *ALL* guild members before this period if they wish them to have access to the guild. After this period untagged players will be ejected from the guild when they attempt to enter. As this new version goes into effect, NO ONE is a member of ANY guild under the new method, so all individuals must be tagged.
- Guild twigs and guild healer-recalls have been cleared. You will need to reset them.
Version 1.10.02 (12/01/92)
The "Ancient" red dragon in frore now has a bit hotter fire.
The "new" white snow robe and glowing skull helm are very resistant to player vanishes.
Several bugs moved to new locations.
Version 1.10.01
The IMBUE discipline (for mentalists of Defier of Vision rank and above) will now work with disciplines up to four levels less than the current skill level of the psionicist.
A few minor game patches have been installed.
Version 1.10.00
The distributed architecture for drakkar has been implemented.
Fighters specialized in a weapon now receive a skill gain bonus for each level of specialization they have achieved. This skill gain bonus is in addition to any other bonus involved in the gain. Only those disciplines gained at 1/2 the current skill level of the psionicist may be imbued into a twig. The number of charges installed into the twig is based on the skill level of the psionicist and the quality of the twig. The stun "minimum chance of effect" has been reduced from 1 in 20 to 1 in 100, and such a "minimum stun" will only affect the creature for a single round.
After testing by several players, the entire skill gain system was tossed out in favor of a new idea.
Many creatures have even LESS innate resistance to disciplines such as ENMISS and ASSAULT (and therefore less resistance to disciplines which build upon those disciplines).
After dedicating to your new profession, a player receives 50 coins worth of credit towards his first training session. For psionics training - after dedicating empty your right hand, asked to be trained, and your first discipline comes cost free. Please report any problems with this method.
FINDFRIENDLY is once again functional. The discipline requires there to be a friendly creature proportional to your power level somewhere on the continent you are currently playing on. Note that most of these creatures are not beholding to obey your every wish, merely to fight along side of you.
The CHARM discipline functions a bit smoother.
PUSH now causes creatures to lose an action (as it causes PCs to lose an action)
STONETOFLESH no longer requires that the statue be the ONLY object on the ground.
The IMBUE discipline can now place NEW disciplines on wooden twigs of twigs of exceptional quality (quite a commodity). This effect is possible to those Mentalists who have achieved the Defier of Vision rank. Since the healer guild has long been practiced in the arts of twig-creation, the Nork Healer Guild has decided to sell unblemished twigs until such time as the Mentalists Guild can come up with their own purification process.
To imbue a NEW discipline into a twig, issue the command:
FORM IMBUE [disc]
example
FORM IMBUE ENMISS
The way lost-rounds are handled during nock-downs, PUSHES or STUNs has been changed. Round timing users (and abusers) will have to become familiarwith the different "feel" of these events.
"SPECIAL" Trainers now carry the additional disciplines they should.
Items now align when picked up using the front end (when they should).
LIMINV now functions correctly with HIDE.
Fighter/Ments now get the benefit of vampiric rings.
A large number of creatures are now less resistant to common disciplines.
Version 1.09.03
Fighter/Mentalists now receive equal training for equal pay.
Traps will no longer cost thieves an arm, just a leg.
Rats in the King Mino dungeon are divided into two groups, those wholike to eat items and those who find them indigestible.
Minos in the king mino now hunt with a few noblemen.
A certain powerful longbow has been made more powerful.
DrakVision 1.5 Rev 8+ support has been added to allow mouse manipulation of items.
Version 1.09.02
The Kingdom of Drakkar welcomes the EDGE guild, and their spiffy new guild hall !
The ICE guild has been remodeled.
Thieves may now use the REVEAL command (hey its better than EXPOSE) to break hide.
A problem with martial attacks which allowed non-MA class characters wearing armor to fight better than MA class characters wearing armor has been removed. Treasure on the lower levels of nork has been greatly increased. Treasure and experience in several of the FRORE segments has been increased.
A problem with the Ancient Red Dragon's scales has been corrected.
The NMG Local 101 has installed a new stairway leading from -5 to -6. This should alleviate crowding on the level. The new stairway is located near the current one.
A bonus is now given to players hunting AT or ABOVE their current ability level .
If you are hunting a challenging area, you will receive much greater skill gain .
Players lost on certain -7 puzzles should remember who the boss of the level is, what he did to certain of his subordinates who undermined him, and that not every pressure plate gives a visible response when activated.
Version 1.09.01
POLEARM weapons such as halberds may now be used to FIGHT creatures in adjacent squares. The format of the command is the same as the normal FIGHT command.
Thieves may now hide in DARKNESS.
Disciplines such as BLIND and POISON now have extended durations for greater playability.
The UTHER quest has been modified to better reflect the original intent of the quest.
Some errors in communicating with DRAKvision 1.5 have been corrected.
Version 1.09.00
The minimum amount of starting HEALTH points is now 30. The range of possible starting health has been raised by about 10 points. Creatures on level one of the dungeon now carry smaller less dangerous array of weapondry and equipment. They also no longer strip critically wounded characters.
Drakkar has a NEW TAVERN! The great mentalist Dwarkanath dreamed it up after being kicked out of several of the finer eating establishments for having meatball-sub breath.
Drakkar (the game) now accepts pages from the new menu system. Disabling these messages is done through the use of the PAGER DISABLE/ENABLE command while inside Drakkar.
Extensive game changes have been made to implement the new DrakVision V1.50.
Please note the following "phone slam" penalty changes:
- You are no longer stripped when you force a carrier drop.
- Your character will remain in the game about five rounds, at which time it will be safely removed (Unless killed or stripped during this period)
- If you phone slam while your character is a critically wounded (IE you show up as a corpse) you will be moved to the entry area of the segment in which you are playing. (Nork for most gamers).
- If you phone slam while CHARMED you will be stripped, slain and stuffed in a convenient penalty box for unsportsman like conduct.
Axe weapons now use AXE skill instead of MACE skill (this may confuse some of the axe wielding creatures of the deep)
Breshard's stiletto now strikes for significantly more damage. Those currently held by players will experience this increase in power.
Chipuda now has a couple more toys to make the trip worth it. Some rumors indicate that he has improved his new staff, making it an awesome weapon IN THE HANDS of a mentalist.
Uther is now just consistantly mean, instead of randomly impossible.
The snowbeast is growing old, and has chilled out about wandering through the caves killing unsuspecting creatures and players.
A problem with CHARM was corrected.
Version 1.08.02(a)
More additions to the front end graphics support protocal.
Most creatures on the early levels of the dungeon will no longer strip critically wounded characters.
Most dragons are now carnivorous.
Version 1.08.02
Additions made in the front end protocal to support new features.
Some corrections were made to a few guild halls.
Items that previously lost their special properties due to being gem encrusted should now function properly. *HOWEVER* It should be noted that should an item be desired by an NPC or needed for the activation of a portal, GEM ENCRUSTING that item may taint the item so that it will not function for such a purpose.
Version 1.08.01(b)
The Kingdom of Drakkar welcomes the DOOM guild.
The Heart of the Darknight now remembers its owner.
A problem with text output has been corrected.
Chipuda's lair has had a small terrain alteration.
Certain very difficult areas have been toned down a bit.
Energy Draining creatures dont drain quite as much EXP per strike.
Version 1.08.01(a)
If you STEAL while wearing gauntlets, and have an empty right hand, the item will be placed in your left hand.
The multi class variants of ninja now obtain additional energy points upon attaining new levels.
Important note on portable holes:
Portable holes are very unstable items. There are many functions that will cause them to disappear from the game (along with your items). Also note that certain commands DEFAULT to using your sack (should a misspelling occur). Since these operations are difficult to track, portable holes will no longer be restored for any reason when they are lost.
Version 1.08.01
An error in armor blocking which tracked only your true skill level (and not bonuses and penalties stemming from specialization and encumberance) has been corrected.
NPCs are a bit less anxious about opening doors.
Version 1.08.00
Due to severe dungeon overcrowding, the NCE (Norken Corps of Engineers) has greatly enlarged several popular hunting areas.
The FIGHTER and FIGHTER/PALADIN class may now SPECIALIZE with a particular CLASS of weapon. Each specialization will increase both the effective SKILL LEVEL and combat penetration power of the chosen weapons skill. The Barbaric brotherhoods are also eligible for this knowledge (although it took some time to convince them not to eat the study material)
The first specialization category is chosen at 15th EXPERIENCE level by the player; and new categories (or additional specializations in the same category) are available at 17th and 20th level.
To specialize in a weapon, return to your brotherhood teacher and issue the command:
NAME, SPECIALIZE
While holding the weapon with which you wish to specialize in your right hand. Specialization allows you to fight at two skill levels above your current level for each level of specialization. Additional bonuses are provided in defeating weapons blocks.
Warriors who have mastered a weapons class (Skill rank MASTER or higher) may now CHARGE oponents. This command will move the warrior towards the creature and let loose with a full combat swing. The maximum distance available through a CHARGE is directly related to the skill level of the warrior.
The format for the CHARGE command is:
CHARGE [TARGET]
example
CHARGE DRAGON
Two new disciplines have been added to the psionic selection of true thieves:
Name: REVEAL
Full Name: Reveal Objects
Through the use of this discipline the thief is able to view objects through most any form of natural cover (forest, water, ice). Objects will be displayed as if they rested upon open ground.
The format for this discipline is:
FORM REVEAL [AT] [TARGET CREATURE]
Example
FORM REVEAL
or
FORM REVEAL AT SOYER
Name: TRAPSACK
Full Name: Poison Trap a Sack
Using this discipline the thief forms an energy barrier around the target sack which will defer many thieves from attempting to "borrow" items and coins from the protected player. The odds of the discipline affecting a potential pilferer are proportional to the difference between the power of the discipline and the thievery skill level of the pilferer.
The format for this discipline is:
FORM TRAPSACK [AT] [TARGET CREATURE]
Example
FORM TRAPSACK
or
FORM TRAPSACK AT SOYER
The single class thief may now move and steal in the same combat round through the use of the MUG command. This ability will enable the thief to move towards a potential target, rough him up a bit and go for a quick pilfer of an item or coins in a single round.
The format for this command is:
MUG [TARGET]
example
MUG SOYER
Note that the distance a thief can move during this process is directly proportional to the thievery skill of the mugger.
A *BREAKTHROUGH* in trap technology now enables the true thief class to SET and REMOVE traps. Traps of various strengths may be purchased from both the thieves guild and various sundry shady merchants in the kingdom.
To place a trap, the thief must first purchase the desired type of trap, and then choose a location where the trap will be installed. The format for the TRAP command is:
TRAP [POWER] [DIRECTION] [FLAGS] example
TRAP NORTH
If a thief wishes to disquise the description of the trap to make it appear as another type of item, the thief must merely place the item he wishes to mimick in his left hand before issuing the TRAP command.
Additionally, the thief may CHOOSE the conditions under which the trap will activate. The [FLAGS] field of the command may be any ONE of the desired conditions:
FLAG CONDITION UNDER WHICH TRAP IS ACTIVATED
---- ---------------------------------------
CARRYING A creature activating the trap is carrying an item matching
the description of the trap (the item held in the left
hand when the trap was activated).
NOTCARRYING A creature activating the trap is NOT carrying an item matching
the description of the trap (the item held in the left
hand when the trap was activated).
WEARING A creature activating the trap is WEARING an item matching
the description of the trap (the item held in the left
hand when the trap was activated). The trap looks for
the item as a HELM, a NECKLACE, a set of ARMOR/CLOAK or BOOTS.
NOTWEARING A creature activating the trap is NOT WEARING an item matching
the description of the trap (the item held in the left
hand when the trap was activated). The trap looks for
the item as a HELM, a NECKLACE, a set of ARMOR/CLOAK or BOOTS.
The POWER level of a trap may be any level up to the thievery skill level of
the trap installer.
TRAP examples:
TRAP EAST - Places a trap east of the thief
TRAP 8 WEST - Places a power 8 trap west of the thief
TRAP NORTH CARRYING - Places a full power trap north of the thief
which will only activate when a creature
carrying an item which matches the
description of the trap moves into the
space of the trap.
TRAP NORTH WEARING - Places a full power trap north of the thief
which will only activate when a creature
WEARING an item which matches the
description of the trap moves into the
space of the trap.
TRAP NORTH NOTWEARING - Places a full power trap north of the thief
which will only activate when a creature
NOT WEARING an item which matches the
description of the trap moves into the
space of the trap.
A thief never sets off his own traps, and is free to pick them up and re-set them to a new location. A trap which is dropped without being set is instantly destroyed.
Note that a thief is responsible for the performance of any trap which he places; and will receive full alignment penalties (and experience point gains if online when the trap is activated) when creatures are slain. (Remember that the killing of player characters is prohibited)
The DISARM command is used to attempt to DISARM a trap not placed by the thief. *ALL* characters (not just thieves) may attempt to disarm a trap (a minimum thievery skill is necessary). To attempt to remove a trap from a location, issue the command
DISARM [DIRECTION]
(Valid directions are NORTH, SOUTH, EAST, WEST, NORTHEAST, NORTHWEST, SOUTHEAST and SOUTHWEST (one space limit))
Note that failures will sometimes activate the mechanism.
Members of the Martial Arts brotherhood now gain additional bonuses on the number of creatures they can SWEEP in a round, and members who attain 6th degree Black Belt will see a vast increase in the odds of striking nearly every creature in their location (note that anyone can still roll a one (g)).
The SNOWBEAST's armor has been reduced in weight so that the barbarian class may utilize the fur without penalties. One side effect of this change is that now the unencumbered snowbeast will be able to utilize the full extent of its martial abilities.
Barbarians are now able to carry vast amounts of gold and treasure without becoming encumbered. Some scholars believe this has come to pass because they have begun taking gold from their sack and putting it between their ears, but none can be reached for comment.
Continued...
Random chance may make some creatures open doors. Very intelligent creatures will now do it quite frequently.
Players looking for hints on activating certain portals should think back to forgotten scrolls which are now assumed to be false. Perhaps its not the veracity of the knowledge that is in question, but the application of that knowledge to the wrong creature (or area).
Some targetting errors in the parser have been corrected, allowing players to target simularly named creatures individually.
ENERGYSPEAR has been dropped from a stress of 500 rounds to a stress of 50 rounds.
Version 1.07.12(A)
The THIEF class should now be more adept at thievery, with true thieves being an order of magnitude more proficient than their multi class cousins.
A new feature has been added for recovery of bad node hits. This feature allows the user to force a "phone slam" of the character currently in the game by redialing (or reconnecting) to MPGN and simply attempting to re-enter the game (go adventuring). When the system responds
%Player currently active.
The system has tagged this character as "phone slammed" and will forcibly eject the player within 6 rounds from the game.
Players are advised to use this feature with caution, as full phone slam penalties apply for those characters who are in combat.
Critter brain changes should make certain creatures a bit smarter infighting technique.
Version 1.07.12
The repopulation period of special creatures has been greatly varied. This should allow a greater n strengthand cunning that diversity brings, this band of warriors succeeded in forming the mighty citystate of Frore; exterminating from the surrounding lands all beasts that would oppose the mighty kingdom .. save one.
In the chill of the night, through air thick snow and ice, the beast could be heard. A sound so fearsome to mankind that the citystate was fortified with an enormous series of battlements and a double outer wall, leaving the citizens as much a prisoner of their new home as residents of it. Year after year the four went forth to combat the beast, each time returning in failure.
As the years passed the citizens turned their fear of the beast into anger against the four who had brought them into this new land; and soon the adventurers agreed to split up and seek individually a means of destroying the vile beast. One sought the seclusion of the northern caves and another built a fortress west of the city. The third excavated a complex to the south and the last built a castle above the city proper. Each became a fanatic in the quest to perfect a means of slaying the beast, causing them to lose sight of their true goal, and investigate darker methods of research.
Little is known of the adventurers after their exodus from society. One was said to have strayed too close to the forces of evil, and turned into a mere shadow of humanity. Another was believed to have made a pact with the queen of wyrms; one sought out a weapon of evil that swayed him from the forces of light, and forced city officials to forever bar his fortress from entry through a series of complex wards. The last was rumored to have gone insane and gathered a band of evil warriors on which to test his mighty psionic abilities.
So the lands of Frore exist today. A shattered kingdom still in fear of the mighty snowbeast, now seemingly threatened by the very forces it created to defeat the creature.
(f)
The great sea beast has found the vast amount of armor it wears very encumbering, and has hence shed a large portion of his shell.
(e)
The Maeling weapons quest now supplies more accurate responses to player queries about his item.
The frequency of certain treasure items has been increased in proportionto the risk required to attain those items.
Having been judged "a requirement for survival", Increase Constitution bottles are now more readily available as random treasure throughout the lands of Drakkar.
Version 1.07.10(d)
A nasty bug was squished.
Zoo crowding should be less intense.
Version 1.07.10(c)
Game retention of players who are dropped due to network difficulties or modem hangups (while not in combat) has been dropped to 5 rounds.
Smoother generation distribution of creatures has been implemented
Version 1.07.10(b)
Players who are dropped due to network difficulties or modem hangups will now only be retained in the game for 10 rounds (as compared to the original 20)
Players no longer have a hidden "max death" statistic. Your chance of being critcured is now based solely upon constitution and other "visible" events.
The "mama" dragon lair in frore has been altered to allow "escape" from certain portions of the northern cavern.
The PALADIN class now gains additional combat bonuses.
Gem value has been bumped up in Nork.
Some other game errors have been corrected.
Version 1.07.10(a)
A problem with charged items has been corrected
Stalwart adventurers may now determine whether an area prevents SUCCORing by looking at any SUCCOR twig they may be carrying. When an adventure views a SUCCOR twig in a protected area, the amber glow will not be quite as bright.
You may now take STONE players (statues) to a healer and (after paying a healthy fee) have the affected player restored. The affected player may also FORCE a restore by QUITTING at any time during the process (Note that this avenue of restoration carries a penalty).
The lich lair now has alternating areas of free-twigging to allow you to re-equip and cash out.
Make sure you read 1.07.10 version notes if you have not yet done so.
Version 1.07.10
Long ago, soon after the queen of the lands abandoned her throne in search of the forbidden arts; an elite guard was formed to protect Nork from the rampaging evil which dwelt in the kingdom. For years this guard was housed under the city of Nork; ready to both defend the city and pursue fleeing attackers on a moments notice.
After proving their prowess in combat many of these elite soldiers were commissioned officers and given seperate housing below the rest of the guard. A strong and fierce crew, these men and women represented the most highly skilled warriors ever assembled; and many swore oaths of fealty to the commanding general.
Little is known of why the elite guard turned against the city of Nork; but soon after the establishment of the elite officer's barracks, the guard ruthlessly attacked the lower levels of the city and began making their way to the surface. Only hours from victory, the elite guard suddenly retreated deep into the labyrinth beneath Nork leaving only destruction in their wake. Fearing another assault the loyal Norken forces called upon the great mentalists of the land to create a seal around the elite barracks to forever prevent the rebel forces from escaping.
Through the years adventurers who travel to the depths of the Nork have often told stories of strange noises rising up from the sealed barracks. Some have claimed to have witnessed ghostly apparitions near the great barrier, but these rumors have gone largely unconfirmed .....
..... until now.
Recently a rather stalwart young adventurer had just stepped down to the fifth dungeon level when she noticed strange sounds emanating from a nearby wall. After fumbling through a series of grenade attempts; the adventurer discovered a secret tunnel; leading to a series of mine shafts. Here she witnessed a variety of strange beasts carrying equipment and minerals down a large opening in the floor. Lobbing her remaining grenade towards the creatures, a slip of the wrist instead forced the device down the crevice; the explosion sending an odd smell of ozone throughout the corridor.
A voice from nearby screamed in pain ..
A voice from below screamed in jubilation .. "the seal, the seal" it said.
The sound of many footsteps filled the corridor ..
Leila decided it was time to leave; .. and did.
Changes for version 1.07.10 :
Discipline Definition: CONFUSION
Confusion forces a group of combative creatures to become so enraged that they may direct their attacks to random targets (including other creatures). The number of creatures affected is roughly equal to one half the skill level of the psionicist using the discipline.
Discipline Definition Clarification: FEATHERFALL
Featherfall becomes more effective as the power level of the user increases. Soon after attaining the FEATHERFALL discipline; many psionicists discover they are able to completely avoid loss of balance; as well as damage from falls of nearly any distance.
Items that protect from FIREBALL now protect from FIREBREATH
Items that protect from ICESTORM now protect from ICEBREATH
Five new quests have been incorporated into the game. An error in code logic concerning teleport traps has been corrected. This patch now allows successful conclusion of the Silver Saber (and other) Quests.
Many intelligent lair creatures, tired of having their homes robbed by ruthless PCs, have developed strong protection psionics to prevent this treacherous offense.
STUNs are no longer extended though additional stuns or use of the stun discipline. When an adventurer or creature is stunned, no further stuns will be incurred (although the message may appear) during the duration of the STUN.
Scavangers are almost extinct.
Version 1.07.04(a)
To avoid confusion when experiencing low constitution character deaths and decays, a message will now be displayed every round your character is in danger of decay. This process begins with characters whose constitution has dropped below three.
Version 1.07.04
Some special creatures have had their power reduced.
Certain newly discovered creatures have had certain errors in their critter logic corrected.
The portable hole will no longer be lost due to confusion with the IT pronoun.
The discipline of FINDFRIENDLY has been temporarily disabled while it undergoes redesign.
Various changes with various disciplines (g)
Version 1.07.03
Creatures in the game now have a random hesitation factor; anywhere from 0 to 2 seconds. This should put the player on an equal timing basis with NPCs.
Because the MENTALIST class devotes all of its energies into development of mental prowess over physical attributes, pure mentalists now receive energy regain while wounded.
Previous versions of DrakVision (prior to 1.40) are once again useable with The Kingdom of Drakkar.
Fighter class characters now receive additional damage dice based on their weapon skill level.
Version 1.07.02
The discipline of ENERGYSPEAR now requires even LESS mental energy to utilize.
Barbarians now receive the anti-stun bonuses of other fighter classes.
Mongrels in Maeling have had their blinding ability reduced.
The odds of being stunned due to a combat blow have been halved, and extensive record keeping has been implemented.
Creatures employing martial abilities have been toned down. Their armor penetration ability has been dropped.
Version 1.07.01
The discipline of ENERGYSPEAR now requires less mental energy to utilize.
The vain efforts of scavangers should no longer strike awe and stunning amazement in other creatures of the kingdom.
Version 1.07.00
Major changes in the the Kingdom of Drakkar have occured, the first of which is a internal restructuring to support more players, critters and items. Directly related to this is the noticable speed increase in man- ipulating items (specifically, searching corpses and taking items from the ground).
Also, because of the item handling changes, it is now possible for items to remain on the ground for extremly long periods of time (thus making is possible to recover death piles days after the unfortunate death occured).
Because the Norken Park and Wildlife Commision has an interest in keeping the dungeons and wildlands of Nork as litter free as possible, they have set loose a number of scavanger in the lands. These scavangers are non- hostile and supposedly eat only uninteresting materials.
The order in which critters in the area around the character has been reorganized to show critters incurrent space first. This way, 'fight ogre' will always try to attack an ogre in the current space, if such is available.
A mechanisim for passing on skills to new characters has been implemented. If the character being rerolled is of sufficient skill and power, there will be an opportunity to transfer a portion of the previous character's skill and experience to the new character when the new character is generated. Although the initial skills of the new character will be normal for a starting character, the progression to higher skills levels is greatly advanced. Once the passed on potential has been matched, however, skill advancement progresses normally.
Two new character attributes have been added: Charisma and Luck. Existing characters will be given average scores in both, so no detremental effects will occur. New characters, however, are subject to the normal ranges and averages for their selected race.
The Martial Artist Class has been improved and should be able to stand up better in heavy combat. In addition, the sweep attack has been refined to show a message should an attack against a large creature be attempted. Basically, Martial Artists punch harder and jump farther than in previous versions.
All characters have been given lessons in space utilization, thus allowing them to place up to thirty items in their sacks. Two new disicplines have been finalized and released for public use:
Name:VANISH
Full Name: Vanish Items
After observing scavangers for a period of time, the Great Norken Psionic Academy thought it would be interesting to develop a variant of their own. By use of this discipline, the mentalist or thief can cause items to wink out of existance with merely a thought. Because of the nature of some items, a higher skill level may be necessary to vanish the more powerful items.
Name:ENERGYSPEAR
Full Name: Create Energy Spear
The Psionic Institute of Frore, tired of being pounded to smithereens by the critters nearby, has developed this discipline. When the mentalist concentrates and forms this discipline, a shaft of mental energy is created and launched toward an intended target, causing significant amounts of damage. It has been noted in a few cases to have actually dazed the target, causing it to pause and regather it's wits.
The Healer discipline ATONE has been noted, in the case of exteremly skilled practioners, to restore the purity of some characters such that they may persue (or again persue) alternative careers. The Healer attempting to perform this operation should be careful, for the strain and stresses involved are great.
The BLAST discipline has been corrected and grenades once again work as expected.
Due to the devastating effects of EARTHCRUSH, it's cost has been increased significantly.
Thieves, when peforming pilfering operations, will gain more skill than in previous versions. Also, if a thief tries to hide while already hidden, they will receive an appropriate message.
There is a rumor that the Volcano Town Thieves Guild has placed additional protections on their abode to exclude non-thieves forever.
The problem with stuns causing a 'freeze' effect should be eliminated (ASCII players only, front end players weren't affected).
Players with brooms are now able to sweep diagonally.
Frore bears have been given a serious scolding and told not to eat corpses anymore.
The Cloud Giant, tired of the management ignoring his pleas for help, has acquired a rather bad attitude.
A command for turning on and off the pager feature has been added. Simply type 'PAGER ENABLE' to allow paging and 'PAGER DISABLE' to disallow the paging message. To see what the current paging status is, use the 'PAGER STATUS' command.
Another command has been implemented that places the typed command into the scrolling region as they are being acted upon. To turn this feature on, use the 'CMDS' command. To turn this feature off, use the 'DASH' command. For those players using line-buffering software, a command has been created that reduces the number of characters sent to the terminal software. To toggle the echoing effects, use the 'ECHO' command (This version was available for a short while in the previous version).
An overall reworking of the critter densities and placements has been done in order to provide more enjoyable play. Some specifics on certain areas are:
- The Nork -5 level near the Dragon Pool has been developed into a progressively more difficult area, leading into Nork -6.
- Maeling has been redesigned to provide challenge for mid to experienced adventurers. Foremost in these changes are the strengthening of creatures on all levels of the Maeling dungeons, and the increased generation of the "robed ninja".
Overall critter resistance to Lightning has been reduced. Accordingly, related items have had their abilities adjusted in order to perform familiar effects.
Fire and Ice protection on creatures has been adjusted to be more reasonable. If a particular creature is resistant to one, try the other. Of course, there will always be exceptional creatures.
The tailor will now inform the player when he is finished skinning a critter.
Some additional variety of items are available, including some evil-aligned items.
The mama Red Dragon would enjoy some company, she's getting rather hungr... er, uh, lonely.
Due to the major changes in the game structure, all SUCCOR twigs have been converted to scrolls of SUCCOR. Additionally, incoming players will be placed at either their healer-recall position or the Norken Mall.
Version 1.06.10
NPC (non player characters) have had their sacks and pouches filled with better treasure and more coinage. Additionally, they have been given experience equal to their power. Players should notice a greater number of miscellanious items (scrolls, rings, bottles) on these people.
The Kingdom of Drakkar officially welcomes the Slayer Guild!
Chipuda is now subject to many forms of psionic attack, but note that he is extremely resistant to all types of psionic damage, so sufficient psionic skill level is required to injure him. Additional caution should be taken when fighting this master mentalist, as he is in full posession of the ENTIRE range of mentalist disciplines and will use them accordingly! However, he no longer throws up absorption and energyshield as soon as he takes some damage.
Martial NPCs are much more intelligent, and wont act like normal fighters.
Many classes of creature now have the chance of breeding a "bigger brother" These creatures will be far more powerful than their smaller relative. (and experience and treasure is proportionally larger)
Major changes to treasure item distribution should speed the decay of "trash" items and increase the decay time of DROPPED player items. Note that if you are particularly interested in an item, pick it up and drop it and it will go under PLAYER decay tables.
Major changes to critter logic should enhance critter movement during high loads; more on the way.
Version 1.06.00
Three new disciplines have been researched by the Great Norken Psionic Academy:
Name: AUTOHEAL
Full Name: Automatically Heal Wounds
As long as this discipline is active, a wound that would drop the psionicist below one fifth of maximum health points will result in a HEAL discipline being discharged onto the wounded character. Note that this discipline will only activate if the psionicist survives the blow.
To activate this discipline, use the format:
FORM AUTOHEAL [at] [name]
example
FORM AUTOHEAL AT ESCARGOT
Name: ENERGYSHIELD
Full Name: Psionic Energy Shield
Activation of this discipline will cause PHYSICAL damage inflicted on the psionicist to be REDUCED by an amount proportional to the skill level of the character activating the discipline.
Format:
FORM ENERGYSHIELD [at] [name]
example
FORM ENERGYSHIELD AT IAMAWEENIESNAIL
Name: ABSORPTION
Full Name: Psionic Energy Absorption Shield
Activation of this discipline will cause PSIONIC damage inflicted upon the character to be REDUCED by an amount proportional to the skill level of psionicist.
Format:
FORM ABSORPTION [at] [name]
example
FORM ABSORPTION AT MELODY
Fighter classes now recover from damage at a rate directly proportional to their current constitution. This regenerative ability takes effect during both REST commands and normal time-bases regeneration. A problem with HIDE has been corrected - Thieves should now notice that the size of the OPPONENT's weapon does not affect your ability to remain hidden from them.
The Frore giant no longer trips over his own halberd.
NPCs on level 5 have found their coin purses.
The baby red dragon is no longer worth more experience than the young silver dragon.
PROTASSAULT and PROTSTUN have increased durations.
Many major bugs have been squashed.
Only version 1.33 or later of the terminal program is compatible with Drakkar release 1.06.
Version 1.05.03
You may now abbreviate a player or critters name when using the:
LOOK AT NAME'S [ITEM]
Additionally, you may now look at any piece of armor the individual is wearing using the same format:
LOOK AT SOYER'S FULLPLATE
A new command sequence has been installed to enhance the role playing aspects of Drakkar. The command has the format:
I [VERB] [AT/WITH] [NAME]
Current VERBs include:
scream, growl, grumble, holler, yell, jostle, sing, wink, think, pinch, rofl, spit, tickle, dance, sneeze, scratch, kiss, agree, mock, prod and disagree.
Version 1.05.02
Treasure has been greatly increased throughout the game.
Shields that had their sudden growth spurt are once again capable of fitting on your belt.
The physical combat oriented classes (fighter, MA, Paladin, Barb, etc) are now more resistant to combat stuns.
Version 1.05.01
Creatures have been reduced in power
The small red dragon no longer knows how to use firestorm, and is back to using his bad breath.
The SENSE discipline will now show the LOCATION a SUCCOR twig returns to if the mentalist is of sufficient skill and power!
Version 1.05.00
The study of the Martial Arts has taken great strides in the Kingdom. Martial blocking should be significantly improved when no armor is worn, and greater combat bonuses for attack and damage are present.
Combat blocks by the martialist will be more descriptive of the technique used to obtain the failed attack.
A new martial fighting technique, the SWEEP has been developed. This technique is difficult to master, and only begins to be effective around the brown belt skill levels. The technique allows the martial artist to attempt an attack upon multiple creatures in his hex.
The format for this command is
SWEEP
The number of creatures affected is based on your current martial skill.
Note that this command can affect ANY creature in your hex.
Martial Artists will also receive a significant bonus on all martial skill gain, since practicing these skills directly affects their survival ability.
You may now choose WHICH HEALER TRAINER will CRITCURE you after you QUIT from a character death. To SELECT the healer you wish to RETURN TO after forcing a CRITCURE (QUIT while a corpse); approach the healer and say
name, recall me
Note that any healer trainer may be used for this purpose
HIDING has been modified to restrict hiding with ridiculously sized weapons such as halberds and war hammers.
If your current experience should fall below what is required for your current level, you will be reduced in level.
The apothecary west of the "Last Chance" bar now has a selection of items.
Survival training now gives better cost reduction to the physical combat classes.
Weapon blocking is now more effective, and the variety of blocky ability between varying weapons has been clarified.
The great psionicist, Dwarkanath is proud to announce the successful research of the FINDFRIENDLY discipline. Autographed pictures will be available at the "Steel Flower"
The fire giant's castle is no longer deserted, and there are creatures in his domain.
Critter power has been toned down a bit, and treasure has been made a bit more rare and valuable.
Game performance should be better during heavy system loads.
Various protocal changes to the Graphics Front End. VER 1.3 (1.4Beta 1.45Alpha)
Version 1.04.10
A great earthquake has struck the city of Nork. The dungeon between levels one and two has split, opening up a vast new complex of ancient ruins. It is rumored that a powerful force of chaos now rules this level of the Norken Ruins.
Creatures should no longer stray aimlessly into cavern walls.
Version 1.04.06
The fighter classes are now more resistant to combat stuns. Constitution and helms are effective in preventing them also.
Restore energy bottles are more frequent
The increase constitution potions now affect only physical stats.
Version 1.04.05
Critters have been slowed down, and their overall power tweaked down a bit.
Ring treasure has been tweaked up a bit.
When your corpse decays due to a low constitution a more descriptive message is displayed. Character loss due to deaths with low cons has been lowered to only those characters with less than a 5 con.
Version 1.04.04
Shopkeeper response should be almost instantaneous. Major fiddling here so let me know if its buggy.
Treasure has been increased on tougher creatures.
Archers now hide correctly, and shouldnt fumble quite so much.
POISON on players shouldnt be quite as deadly as before.
Psionic skill gain is now directly related to the power of the creature you kill.
NPCs have been tweaked down a bit (all around).
Other skill changes. (2a)
Creatures who should obviously be able to swim (mudsetters, selkies, etc)have been tought to do so.
Version 1.04.03
NPC response time should be better
Certain LOOK oriented problems have been corrected
Searching corpses shouldnt take so long
Other bugs moved around
Version 1.04.02
The treasure of large creatures (Dragons, Nagas, Etc) Should no longer decay. If you note this happening please leave EMAIL to user bil
The ILLUSION discipline functions correctly.The steal command now functions properly.
Game performance should be significantly more tolerable under heavy system loads.
The treasure of certain tough creatures has been increased.
Stun has been tweaked down a bit.
Version 1.04.01
The HEAL discipline will now restore damage based on your current skill level. This amount should be significantly higher on average than previously.
The great Drakkar S&L scandal should at last be over. If its not please leave me mail (I have added logging features for each transaction to help assure that it is indeed gone)
Other bugs have been changed.
Version 1.04.00
Your Bank account will now hold up to 25,000,000 Coins. Any amount deposited over that may be lost.
Your sack can hold up to 1 Million coins. Amounts over that may be lost.
You may now manipulate up to 500k in coins at a single time.
More terminal stuff done; bugs changed.
Version 1.03.11
PROTASSAULT scrolls in Nork are now much more cost effective.
Shields now have a probability of blocking an attack even when the wielder is stunned. This chance is based entirely on the power of the shield.
Stunners in certain areas of maeling no longer get quite so many chances to stun you.
Test code added for terminal front end.
Test code added to mark certain critter actions.
Version 1.03.10
The silver griffon now has an older brother who occasionally sits in for Bob (the normal griffon) when bob is out for a bite at the corner pub. Bob has been weakened just a shade to make him more fun for newbies, and his hide will yield only one set of armor (to get a certain puzzle item). Bruce on the other hand (bob's older brother) is significantly more powerful and is known to pack a REALLY MEAN frost breath. Additionally, bruce is worth more experience and his hide will yield two items of protection. The probability of bruce sitting in for bob is rather low, and should therefore make hunting the griffon a bit funner for the newer players.
The discipline of MEND should now restore the proper amount of health
The discipline of SENSE has been expanded for high skill levels to detail out more information about items. This information will include innate and psionic based resistance of items.
The treasure table has been expanded, and several new forms of scrolls and rings should be available. Additionally, the availability of SENSE rings has been increased.
Other various nasty bugs have been hopefully moved safely out of sight
Version 1.03.00
Critters are no longer so anxious to open doors, although they may still occasionally build up enough courage to do so.
Creatures who should obviously be able to breath water no do so.
The multi-item selling feature now works correctly (i hope)
name, sell [n] of the [n]th [item]
bob, sell 5 of the 3rd bottle
Look at [n] item on counter should work now (crossing fingers)
Martial blocking has changed to reflect itself as a BONUS over normal weapon blocking instead of some stand alone entity. This should cause a more favorable series of blocking patterns.
More complete logs are now kept of player deaths
Version 1.02.00
There will now be some minor health damage when critically wounded.
Martial artists now have a reasonable health point cap through con bottles.
You may now purchase multiple items from stores. The format for this command is
name, sell [number] of the [number]th [item]
example
bob, sell 5 of the 5th bottle
ted, sell 2 of the 2nd bottle
ted, sell 2 2nd bottle
You should now receive your first allotment of energy points when you dedicate to any appropriate art form.
Shields will no longer block so well when you are stunned.
Creature are no longer quite so stupid where doors are involved.
Space has been added for guild items, and the first guild hall has been constructed.
Locked doors may now be directly moved through if you have the correct key/key item in your hands.
Version 1.01.02
The earth shakes.
The mountains fall.The two lands become one.
You must now be at least 13th level to enjoy the training of the survivalist.
Evil creatures will no longer view you as kindly as before.
The killing of other player characters (PCs) is now and forever banned from all the lands of Drakkar. Violators will be dealt with most severely..
Be warned..
The average skill level of critters has been reduced.
The killing of other player characters will no longer yield experience gain.
A system of retiring your adventuring experience to an heir will soon be available.
Version 1.00.04
Sanquins and lizardmen should no longer kill thimselves with their bad breath.
Martial damage now increases more as skill increases.
Martial blocking has been greatly increased.
Certain lair creatures will now take a peak around when things arent going their way (Like they were supposed to before, but a little insect got into the code.. Who knows, could still be there (g))
Version 1.00.02
The survival trainer now knows what a barbarian is (Although i still dont)
Some problems with treasure generation have been tweaked
ES treasure should now be a bit fairer for the risk involved.
Other little nasty buglike creatures have been savely transported elsewhere.
Version 1.0
The Norken Realm is renamed to The Kingdom of Drakkar, and set to version 1.0
Many port related bugs have been erased.
Numerous changes and new features have been implemented
Breaking items should now give off the correct sound effect.
SWAP no longer requires you to have a free hand If you are disconnected while in combat, you will no longer suffer the disconnect penalty unless you have sustained over fifty percent of your health points in damage.
You may now use the COUNT command to sift through and determine the exact number of a given item currently on the ground below you. The format for this commant is
COUNT [item]
COUNT daggers
Will determine exactly how many daggers are on ground below you.
When you have earned enough experience to advance a level, a message will be displayed ONCE indicating your achievement. The message is repeated when you re-enter the game (Until you advance the level with the REST command)
The Bank of Maeling no longer looks like the locker room of the boy's club; and the Do being sold in the armory now longer looks good enough to drink (g).
A jeweler has set up shop in Nork. It is rumored that he will hand tool a gem of your choosing onto another item. Due to his shop being located near the bad end of town, he is forced to charge a handsome sum for this service. (to offset the protection money he pays to the thieves guild)
Version 4.2(Bsd)
Realm ported from AT&T System V to Ultrix(Bsd 4.2+) renamed to Drakkar
Mail any and all quirks to user bil
Random chance may make some creatures open doors. Very intelligent creatures will now do it quite frequently.
Players looking for hints on activating certain portals should think back to forgotten scrolls which are now assumed to be false. Perhaps its not the veracity of the knowledge that is in question, but the application of that knowledge to the wrong creature (or area).
Some targetting errors in the parser have been corrected, allowing players to target simularly named creatures individually.
ENERGYSPEAR has been dropped from a stress of 500 rounds to a stress of 50 rounds.
Version 1.07.12(A)
The THIEF class should now be more adept at thievery, with true thieves being an order of magnitude more proficient than their multi class cousins.
A new feature has been added for recovery of bad node hits. This feature allows the user to force a "phone slam" of the character currently in the game by redialing (or reconnecting) to MPGN and simply attempting to re-enter the game (go adventuring). When the system responds
%Player currently active.
The system has tagged this character as "phone slammed" and will forcibly eject the player within 6 rounds from the game.
Players are advised to use this feature with caution, as full phone slam penalties apply for those characters who are in combat.
Critter brain changes should make certain creatures a bit smarter infighting technique.
Version 1.07.12
The repopulation period of special creatures has been greatly varied. This should allow a greater n strengthand cunning that diversity brings, this band of warriors succeeded in forming the mighty citystate of Frore; exterminating from the surrounding lands all beasts that would oppose the mighty kingdom .. save one.
In the chill of the night, through air thick snow and ice, the beast could be heard. A sound so fearsome to mankind that the citystate was fortified with an enormous series of battlements and a double outer wall, leaving the citizens as much a prisoner of their new home as residents of it. Year after year the four went forth to combat the beast, each time returning in failure.
As the years passed the citizens turned their fear of the beast into anger against the four who had brought them into this new land; and soon the adventurers agreed to split up and seek individually a means of destroying the vile beast. One sought the seclusion of the northern caves and another built a fortress west of the city. The third excavated a complex to the south and the last built a castle above the city proper. Each became a fanatic in the quest to perfect a means of slaying the beast, causing them to lose sight of their true goal, and investigate darker methods of research.
Little is known of the adventurers after their exodus from society. One was said to have strayed too close to the forces of evil, and turned into a mere shadow of humanity. Another was believed to have made a pact with the queen of wyrms; one sought out a weapon of evil that swayed him from the forces of light, and forced city officials to forever bar his fortress from entry through a series of complex wards. The last was rumored to have gone insane and gathered a band of evil warriors on which to test his mighty psionic abilities.
So the lands of Frore exist today. A shattered kingdom still in fear of the mighty snowbeast, now seemingly threatened by the very forces it created to defeat the creature.
(f)
The great sea beast has found the vast amount of armor it wears very encumbering, and has hence shed a large portion of his shell.
(e)
The Maeling weapons quest now supplies more accurate responses to player queries about his item.
The frequency of certain treasure items has been increased in proportionto the risk required to attain those items.
Having been judged "a requirement for survival", Increase Constitution bottles are now more readily available as random treasure throughout the lands of Drakkar.
Version 1.07.10(d)
A nasty bug was squished.
Zoo crowding should be less intense.
Version 1.07.10(c)
Game retention of players who are dropped due to network difficulties or modem hangups (while not in combat) has been dropped to 5 rounds.
Smoother generation distribution of creatures has been implemented
Version 1.07.10(b)
Players who are dropped due to network difficulties or modem hangups will now only be retained in the game for 10 rounds (as compared to the original 20)
Players no longer have a hidden "max death" statistic. Your chance of being critcured is now based solely upon constitution and other "visible" events.
The "mama" dragon lair in frore has been altered to allow "escape" from certain portions of the northern cavern.
The PALADIN class now gains additional combat bonuses.
Gem value has been bumped up in Nork.
Some other game errors have been corrected.
Version 1.07.10(a)
A problem with charged items has been corrected
Stalwart adventurers may now determine whether an area prevents SUCCORing by looking at any SUCCOR twig they may be carrying. When an adventure views a SUCCOR twig in a protected area, the amber glow will not be quite as bright.
You may now take STONE players (statues) to a healer and (after paying a healthy fee) have the affected player restored. The affected player may also FORCE a restore by QUITTING at any time during the process (Note that this avenue of restoration carries a penalty).
The lich lair now has alternating areas of free-twigging to allow you to re-equip and cash out.
Make sure you read 1.07.10 version notes if you have not yet done so.
Version 1.07.10
Long ago, soon after the queen of the lands abandoned her throne in search of the forbidden arts; an elite guard was formed to protect Nork from the rampaging evil which dwelt in the kingdom. For years this guard was housed under the city of Nork; ready to both defend the city and pursue fleeing attackers on a moments notice.
After proving their prowess in combat many of these elite soldiers were commissioned officers and given seperate housing below the rest of the guard. A strong and fierce crew, these men and women represented the most highly skilled warriors ever assembled; and many swore oaths of fealty to the commanding general.
Little is known of why the elite guard turned against the city of Nork; but soon after the establishment of the elite officer's barracks, the guard ruthlessly attacked the lower levels of the city and began making their way to the surface. Only hours from victory, the elite guard suddenly retreated deep into the labyrinth beneath Nork leaving only destruction in their wake. Fearing another assault the loyal Norken forces called upon the great mentalists of the land to create a seal around the elite barracks to forever prevent the rebel forces from escaping.
Through the years adventurers who travel to the depths of the Nork have often told stories of strange noises rising up from the sealed barracks. Some have claimed to have witnessed ghostly apparitions near the great barrier, but these rumors have gone largely unconfirmed .....
..... until now.
Recently a rather stalwart young adventurer had just stepped down to the fifth dungeon level when she noticed strange sounds emanating from a nearby wall. After fumbling through a series of grenade attempts; the adventurer discovered a secret tunnel; leading to a series of mine shafts. Here she witnessed a variety of strange beasts carrying equipment and minerals down a large opening in the floor. Lobbing her remaining grenade towards the creatures, a slip of the wrist instead forced the device down the crevice; the explosion sending an odd smell of ozone throughout the corridor.
A voice from nearby screamed in pain ..
A voice from below screamed in jubilation .. "the seal, the seal" it said.
The sound of many footsteps filled the corridor ..
Leila decided it was time to leave; .. and did.
Changes for version 1.07.10 :
Discipline Definition: CONFUSION
Confusion forces a group of combative creatures to become so enraged that they may direct their attacks to random targets (including other creatures). The number of creatures affected is roughly equal to one half the skill level of the psionicist using the discipline.
Discipline Definition Clarification: FEATHERFALL
Featherfall becomes more effective as the power level of the user increases. Soon after attaining the FEATHERFALL discipline; many psionicists discover they are able to completely avoid loss of balance; as well as damage from falls of nearly any distance.
Items that protect from FIREBALL now protect from FIREBREATH
Items that protect from ICESTORM now protect from ICEBREATH
Five new quests have been incorporated into the game. An error in code logic concerning teleport traps has been corrected. This patch now allows successful conclusion of the Silver Saber (and other) Quests.
Many intelligent lair creatures, tired of having their homes robbed by ruthless PCs, have developed strong protection psionics to prevent this treacherous offense.
STUNs are no longer extended though additional stuns or use of the stun discipline. When an adventurer or creature is stunned, no further stuns will be incurred (although the message may appear) during the duration of the STUN.
Scavangers are almost extinct.
Version 1.07.04(a)
To avoid confusion when experiencing low constitution character deaths and decays, a message will now be displayed every round your character is in danger of decay. This process begins with characters whose constitution has dropped below three.
Version 1.07.04
Some special creatures have had their power reduced.
Certain newly discovered creatures have had certain errors in their critter logic corrected.
The portable hole will no longer be lost due to confusion with the IT pronoun.
The discipline of FINDFRIENDLY has been temporarily disabled while it undergoes redesign.
Various changes with various disciplines (g)
Version 1.07.03
Creatures in the game now have a random hesitation factor; anywhere from 0 to 2 seconds. This should put the player on an equal timing basis with NPCs.
Because the MENTALIST class devotes all of its energies into development of mental prowess over physical attributes, pure mentalists now receive energy regain while wounded.
Previous versions of DrakVision (prior to 1.40) are once again useable with The Kingdom of Drakkar.
Fighter class characters now receive additional damage dice based on their weapon skill level.
Version 1.07.02
The discipline of ENERGYSPEAR now requires even LESS mental energy to utilize.
Barbarians now receive the anti-stun bonuses of other fighter classes.
Mongrels in Maeling have had their blinding ability reduced.
The odds of being stunned due to a combat blow have been halved, and extensive record keeping has been implemented.
Creatures employing martial abilities have been toned down. Their armor penetration ability has been dropped.
Version 1.07.01
The discipline of ENERGYSPEAR now requires less mental energy to utilize.
The vain efforts of scavangers should no longer strike awe and stunning amazement in other creatures of the kingdom.
Version 1.07.00
Major changes in the the Kingdom of Drakkar have occured, the first of which is a internal restructuring to support more players, critters and items. Directly related to this is the noticable speed increase in man- ipulating items (specifically, searching corpses and taking items from the ground).
Also, because of the item handling changes, it is now possible for items to remain on the ground for extremly long periods of time (thus making is possible to recover death piles days after the unfortunate death occured).
Because the Norken Park and Wildlife Commision has an interest in keeping the dungeons and wildlands of Nork as litter free as possible, they have set loose a number of scavanger in the lands. These scavangers are non- hostile and supposedly eat only uninteresting materials.
The order in which critters in the area around the character has been reorganized to show critters incurrent space first. This way, 'fight ogre' will always try to attack an ogre in the current space, if such is available.
A mechanisim for passing on skills to new characters has been implemented. If the character being rerolled is of sufficient skill and power, there will be an opportunity to transfer a portion of the previous character's skill and experience to the new character when the new character is generated. Although the initial skills of the new character will be normal for a starting character, the progression to higher skills levels is greatly advanced. Once the passed on potential has been matched, however, skill advancement progresses normally.
Two new character attributes have been added: Charisma and Luck. Existing characters will be given average scores in both, so no detremental effects will occur. New characters, however, are subject to the normal ranges and averages for their selected race.
The Martial Artist Class has been improved and should be able to stand up better in heavy combat. In addition, the sweep attack has been refined to show a message should an attack against a large creature be attempted. Basically, Martial Artists punch harder and jump farther than in previous versions.
All characters have been given lessons in space utilization, thus allowing them to place up to thirty items in their sacks. Two new disicplines have been finalized and released for public use:
Name:VANISH
Full Name: Vanish Items
After observing scavangers for a period of time, the Great Norken Psionic Academy thought it would be interesting to develop a variant of their own. By use of this discipline, the mentalist or thief can cause items to wink out of existance with merely a thought. Because of the nature of some items, a higher skill level may be necessary to vanish the more powerful items.
Name:ENERGYSPEAR
Full Name: Create Energy Spear
The Psionic Institute of Frore, tired of being pounded to smithereens by the critters nearby, has developed this discipline. When the mentalist concentrates and forms this discipline, a shaft of mental energy is created and launched toward an intended target, causing significant amounts of damage. It has been noted in a few cases to have actually dazed the target, causing it to pause and regather it's wits.
The Healer discipline ATONE has been noted, in the case of exteremly skilled practioners, to restore the purity of some characters such that they may persue (or again persue) alternative careers. The Healer attempting to perform this operation should be careful, for the strain and stresses involved are great.
The BLAST discipline has been corrected and grenades once again work as expected.
Due to the devastating effects of EARTHCRUSH, it's cost has been increased significantly.
Thieves, when peforming pilfering operations, will gain more skill than in previous versions. Also, if a thief tries to hide while already hidden, they will receive an appropriate message.
There is a rumor that the Volcano Town Thieves Guild has placed additional protections on their abode to exclude non-thieves forever.
The problem with stuns causing a 'freeze' effect should be eliminated (ASCII players only, front end players weren't affected).
Players with brooms are now able to sweep diagonally.
Frore bears have been given a serious scolding and told not to eat corpses anymore.
The Cloud Giant, tired of the management ignoring his pleas for help, has acquired a rather bad attitude.
A command for turning on and off the pager feature has been added. Simply type 'PAGER ENABLE' to allow paging and 'PAGER DISABLE' to disallow the paging message. To see what the current paging status is, use the 'PAGER STATUS' command.
Another command has been implemented that places the typed command into the scrolling region as they are being acted upon. To turn this feature on, use the 'CMDS' command. To turn this feature off, use the 'DASH' command. For those players using line-buffering software, a command has been created that reduces the number of characters sent to the terminal software. To toggle the echoing effects, use the 'ECHO' command (This version was available for a short while in the previous version).
An overall reworking of the critter densities and placements has been done in order to provide more enjoyable play. Some specifics on certain areas are:
- The Nork -5 level near the Dragon Pool has been developed into a progressively more difficult area, leading into Nork -6.
- Maeling has been redesigned to provide challenge for mid to experienced adventurers. Foremost in these changes are the strengthening of creatures on all levels of the Maeling dungeons, and the increased generation of the "robed ninja".
Overall critter resistance to Lightning has been reduced. Accordingly, related items have had their abilities adjusted in order to perform familiar effects.
Fire and Ice protection on creatures has been adjusted to be more reasonable. If a particular creature is resistant to one, try the other. Of course, there will always be exceptional creatures.
The tailor will now inform the player when he is finished skinning a critter.
Some additional variety of items are available, including some evil-aligned items.
The mama Red Dragon would enjoy some company, she's getting rather hungr... er, uh, lonely.
Due to the major changes in the game structure, all SUCCOR twigs have been converted to scrolls of SUCCOR. Additionally, incoming players will be placed at either their healer-recall position or the Norken Mall.
Version 1.06.10
NPC (non player characters) have had their sacks and pouches filled with better treasure and more coinage. Additionally, they have been given experience equal to their power. Players should notice a greater number of miscellanious items (scrolls, rings, bottles) on these people.
The Kingdom of Drakkar officially welcomes the Slayer Guild!
Chipuda is now subject to many forms of psionic attack, but note that he is extremely resistant to all types of psionic damage, so sufficient psionic skill level is required to injure him. Additional caution should be taken when fighting this master mentalist, as he is in full posession of the ENTIRE range of mentalist disciplines and will use them accordingly! However, he no longer throws up absorption and energyshield as soon as he takes some damage.
Martial NPCs are much more intelligent, and wont act like normal fighters.
Many classes of creature now have the chance of breeding a "bigger brother" These creatures will be far more powerful than their smaller relative. (and experience and treasure is proportionally larger)
Major changes to treasure item distribution should speed the decay of "trash" items and increase the decay time of DROPPED player items. Note that if you are particularly interested in an item, pick it up and drop it and it will go under PLAYER decay tables.
Major changes to critter logic should enhance critter movement during high loads; more on the way.
Version 1.06.00
Three new disciplines have been researched by the Great Norken Psionic Academy:
Name: AUTOHEAL
Full Name: Automatically Heal Wounds
As long as this discipline is active, a wound that would drop the psionicist below one fifth of maximum health points will result in a HEAL discipline being discharged onto the wounded character. Note that this discipline will only activate if the psionicist survives the blow.
To activate this discipline, use the format:
FORM AUTOHEAL [at] [name]
example
FORM AUTOHEAL AT ESCARGOT
Name: ENERGYSHIELD
Full Name: Psionic Energy Shield
Activation of this discipline will cause PHYSICAL damage inflicted on the psionicist to be REDUCED by an amount proportional to the skill level of the character activating the discipline.
Format:
FORM ENERGYSHIELD [at] [name]
example
FORM ENERGYSHIELD AT IAMAWEENIESNAIL
Name: ABSORPTION
Full Name: Psionic Energy Absorption Shield
Activation of this discipline will cause PSIONIC damage inflicted upon the character to be REDUCED by an amount proportional to the skill level of psionicist.
Format:
FORM ABSORPTION [at] [name]
example
FORM ABSORPTION AT MELODY
Fighter classes now recover from damage at a rate directly proportional to their current constitution. This regenerative ability takes effect during both REST commands and normal time-bases regeneration. A problem with HIDE has been corrected - Thieves should now notice that the size of the OPPONENT's weapon does not affect your ability to remain hidden from them.
The Frore giant no longer trips over his own halberd.
NPCs on level 5 have found their coin purses.
The baby red dragon is no longer worth more experience than the young silver dragon.
PROTASSAULT and PROTSTUN have increased durations.
Many major bugs have been squashed.
Only version 1.33 or later of the terminal program is compatible with Drakkar release 1.06.
Version 1.05.03
You may now abbreviate a player or critters name when using the:
LOOK AT NAME'S [ITEM]
Additionally, you may now look at any piece of armor the individual is wearing using the same format:
LOOK AT SOYER'S FULLPLATE
A new command sequence has been installed to enhance the role playing aspects of Drakkar. The command has the format:
I [VERB] [AT/WITH] [NAME]
Current VERBs include:
scream, growl, grumble, holler, yell, jostle, sing, wink, think, pinch, rofl, spit, tickle, dance, sneeze, scratch, kiss, agree, mock, prod and disagree.
Version 1.05.02
Treasure has been greatly increased throughout the game.
Shields that had their sudden growth spurt are once again capable of fitting on your belt.
The physical combat oriented classes (fighter, MA, Paladin, Barb, etc) are now more resistant to combat stuns.
Version 1.05.01
Creatures have been reduced in power
The small red dragon no longer knows how to use firestorm, and is back to using his bad breath.
The SENSE discipline will now show the LOCATION a SUCCOR twig returns to if the mentalist is of sufficient skill and power!
Version 1.05.00
The study of the Martial Arts has taken great strides in the Kingdom. Martial blocking should be significantly improved when no armor is worn, and greater combat bonuses for attack and damage are present.
Combat blocks by the martialist will be more descriptive of the technique used to obtain the failed attack.
A new martial fighting technique, the SWEEP has been developed. This technique is difficult to master, and only begins to be effective around the brown belt skill levels. The technique allows the martial artist to attempt an attack upon multiple creatures in his hex.
The format for this command is
SWEEP
The number of creatures affected is based on your current martial skill.
Note that this command can affect ANY creature in your hex.
Martial Artists will also receive a significant bonus on all martial skill gain, since practicing these skills directly affects their survival ability.
You may now choose WHICH HEALER TRAINER will CRITCURE you after you QUIT from a character death. To SELECT the healer you wish to RETURN TO after forcing a CRITCURE (QUIT while a corpse); approach the healer and say
name, recall me
Note that any healer trainer may be used for this purpose
HIDING has been modified to restrict hiding with ridiculously sized weapons such as halberds and war hammers.
If your current experience should fall below what is required for your current level, you will be reduced in level.
The apothecary west of the "Last Chance" bar now has a selection of items.
Survival training now gives better cost reduction to the physical combat classes.
Weapon blocking is now more effective, and the variety of blocky ability between varying weapons has been clarified.
The great psionicist, Dwarkanath is proud to announce the successful research of the FINDFRIENDLY discipline. Autographed pictures will be available at the "Steel Flower"
The fire giant's castle is no longer deserted, and there are creatures in his domain.
Critter power has been toned down a bit, and treasure has been made a bit more rare and valuable.
Game performance should be better during heavy system loads.
Various protocal changes to the Graphics Front End. VER 1.3 (1.4Beta 1.45Alpha)
Version 1.04.10
A great earthquake has struck the city of Nork. The dungeon between levels one and two has split, opening up a vast new complex of ancient ruins. It is rumored that a powerful force of chaos now rules this level of the Norken Ruins.
Creatures should no longer stray aimlessly into cavern walls.
Version 1.04.06
The fighter classes are now more resistant to combat stuns. Constitution and helms are effective in preventing them also.
Restore energy bottles are more frequent
The increase constitution potions now affect only physical stats.
Version 1.04.05
Critters have been slowed down, and their overall power tweaked down a bit.
Ring treasure has been tweaked up a bit.
When your corpse decays due to a low constitution a more descriptive message is displayed. Character loss due to deaths with low cons has been lowered to only those characters with less than a 5 con.
Version 1.04.04
Shopkeeper response should be almost instantaneous. Major fiddling here so let me know if its buggy.
Treasure has been increased on tougher creatures.
Archers now hide correctly, and shouldnt fumble quite so much.
POISON on players shouldnt be quite as deadly as before.
Psionic skill gain is now directly related to the power of the creature you kill.
NPCs have been tweaked down a bit (all around).
Other skill changes. (2a)
Creatures who should obviously be able to swim (mudsetters, selkies, etc)have been tought to do so.
Version 1.04.03
NPC response time should be better
Certain LOOK oriented problems have been corrected
Searching corpses shouldnt take so long
Other bugs moved around
Version 1.04.02
The treasure of large creatures (Dragons, Nagas, Etc) Should no longer decay. If you note this happening please leave EMAIL to user bil
The ILLUSION discipline functions correctly.The steal command now functions properly.
Game performance should be significantly more tolerable under heavy system loads.
The treasure of certain tough creatures has been increased.
Stun has been tweaked down a bit.
Version 1.04.01
The HEAL discipline will now restore damage based on your current skill level. This amount should be significantly higher on average than previously.
The great Drakkar S&L scandal should at last be over. If its not please leave me mail (I have added logging features for each transaction to help assure that it is indeed gone)
Other bugs have been changed.
Version 1.04.00
Your Bank account will now hold up to 25,000,000 Coins. Any amount deposited over that may be lost.
Your sack can hold up to 1 Million coins. Amounts over that may be lost.
You may now manipulate up to 500k in coins at a single time.
More terminal stuff done; bugs changed.
Version 1.03.11
PROTASSAULT scrolls in Nork are now much more cost effective.
Shields now have a probability of blocking an attack even when the wielder is stunned. This chance is based entirely on the power of the shield.
Stunners in certain areas of maeling no longer get quite so many chances to stun you.
Test code added for terminal front end.
Test code added to mark certain critter actions.
Version 1.03.10
The silver griffon now has an older brother who occasionally sits in for Bob (the normal griffon) when bob is out for a bite at the corner pub. Bob has been weakened just a shade to make him more fun for newbies, and his hide will yield only one set of armor (to get a certain puzzle item). Bruce on the other hand (bob's older brother) is significantly more powerful and is known to pack a REALLY MEAN frost breath. Additionally, bruce is worth more experience and his hide will yield two items of protection. The probability of bruce sitting in for bob is rather low, and should therefore make hunting the griffon a bit funner for the newer players.
The discipline of MEND should now restore the proper amount of health
The discipline of SENSE has been expanded for high skill levels to detail out more information about items. This information will include innate and psionic based resistance of items.
The treasure table has been expanded, and several new forms of scrolls and rings should be available. Additionally, the availability of SENSE rings has been increased.
Other various nasty bugs have been hopefully moved safely out of sight
Version 1.03.00
Critters are no longer so anxious to open doors, although they may still occasionally build up enough courage to do so.
Creatures who should obviously be able to breath water no do so.
The multi-item selling feature now works correctly (i hope)
name, sell [n] of the [n]th [item]
bob, sell 5 of the 3rd bottle
Look at [n] item on counter should work now (crossing fingers)
Martial blocking has changed to reflect itself as a BONUS over normal weapon blocking instead of some stand alone entity. This should cause a more favorable series of blocking patterns.
More complete logs are now kept of player deaths
Version 1.02.00
There will now be some minor health damage when critically wounded.
Martial artists now have a reasonable health point cap through con bottles.
You may now purchase multiple items from stores. The format for this command is
name, sell [number] of the [number]th [item]
example
bob, sell 5 of the 5th bottle
ted, sell 2 of the 2nd bottle
ted, sell 2 2nd bottle
You should now receive your first allotment of energy points when you dedicate to any appropriate art form.
Shields will no longer block so well when you are stunned.
Creature are no longer quite so stupid where doors are involved.
Space has been added for guild items, and the first guild hall has been constructed.
Locked doors may now be directly moved through if you have the correct key/key item in your hands.
Version 1.01.02
The earth shakes.
The mountains fall.The two lands become one.
You must now be at least 13th level to enjoy the training of the survivalist.
Evil creatures will no longer view you as kindly as before.
The killing of other player characters (PCs) is now and forever banned from all the lands of Drakkar. Violators will be dealt with most severely..
Be warned..
The average skill level of critters has been reduced.
The killing of other player characters will no longer yield experience gain.
A system of retiring your adventuring experience to an heir will soon be available.
Version 1.00.04
Sanquins and lizardmen should no longer kill thimselves with their bad breath.
Martial damage now increases more as skill increases.
Martial blocking has been greatly increased.
Certain lair creatures will now take a peak around when things arent going their way (Like they were supposed to before, but a little insect got into the code.. Who knows, could still be there (g))
Version 1.00.02
The survival trainer now knows what a barbarian is (Although i still dont)
Some problems with treasure generation have been tweaked
ES treasure should now be a bit fairer for the risk involved.
Other little nasty buglike creatures have been savely transported elsewhere.
Version 1.0
The Norken Realm is renamed to The Kingdom of Drakkar, and set to version 1.0
Many port related bugs have been erased.
Numerous changes and new features have been implemented
Breaking items should now give off the correct sound effect.
SWAP no longer requires you to have a free hand If you are disconnected while in combat, you will no longer suffer the disconnect penalty unless you have sustained over fifty percent of your health points in damage.
You may now use the COUNT command to sift through and determine the exact number of a given item currently on the ground below you. The format for this commant is
COUNT [item]
COUNT daggers
Will determine exactly how many daggers are on ground below you.
When you have earned enough experience to advance a level, a message will be displayed ONCE indicating your achievement. The message is repeated when you re-enter the game (Until you advance the level with the REST command)
The Bank of Maeling no longer looks like the locker room of the boy's club; and the Do being sold in the armory now longer looks good enough to drink (g).
A jeweler has set up shop in Nork. It is rumored that he will hand tool a gem of your choosing onto another item. Due to his shop being located near the bad end of town, he is forced to charge a handsome sum for this service. (to offset the protection money he pays to the thieves guild)
Version 4.2(Bsd)
Realm ported from AT&T System V to Ultrix(Bsd 4.2+) renamed to Drakkar
Mail any and all quirks to user bil