Module 2 Information



Module 2 has answered the call for an area for higher (over level 20) players. Most of the new monsters are worth over 700 exp and can be very challenging. This Module seems to be more suited to the heavy magic users, Mages in particular although there still is no substitute for a good hard hitting Warrior/Witchunter/Paladin. There had been rumors before the release that there would be race and class updates, I haven't noticed any, the current rumor is that resetting the game (yeah right) will fix that my advice is, dont reset, you'll do nothing but piss off your users and prolly chase them all away (i've seen boards shutdown because of a reset). Ok lets see whats in this thing.



Sneaking, no longer can you set your sneak and check it by doing an action such as sneeze or cough on yourself, sooooo......you'll just have to chance it.

Someone stuck a signpost in town square, guess all the newbies needed directions to the shops.

They same guy prolly put the practice dummy in the arena, guess thats supposed to satisfy people on non pvp boards..."go kill the practice dummy not me, I just wanna play"...

The river is now used to get to more places hence you no longer pay a toll...you have to "buy skiff" it costs 30 gold (so im still not gonna take that run to the bank outta my wooden passage script..grin) then you can take it to where you wanna go.

All you Mystics out there using the golden sickle and the curved black dagger...well you wont get that "rip" anymore when you jumpkick things...sorry guess youll just have to settle for your 30 attacks per round.

There are vorticies (vortexes for those who speak american) all over the realm now, all of them lead to the black wasteland, there you can find another one to get out, you can now go from one side of the realm to the other in seconds flat...provided you dont die in the wastelands.

New areas:
Silverwood Forest
Ironwood Forest
Copperwood Forest
Bronzewood Forest
Silver River
Dying Grove
Mossy Cave
Filthy Encampment
Black Wastelands
Ancient Ruins


New Shops:
In the Elven City, in Silverwood Forest lies a new shop
Common Area
A wide platform encircles the tree here, providing a floor for the common
room. Stairs descend through a hole by the trunk, and a large fire, carefully
tended, burns in a stove at one end. Many tables and chairs litter this vast
platform. At the opposite end to the fire, a small stage has been set up.
Also here: woodelf wardancer.



Item Quantity Price ------------------------------------------------ elven waybread 7 4 gold crowns tankard of mead 100 1 silver nobles jug of dark ale 100 2 silver nobles bottle of wine 100 1 gold crowns elven cloak 3 4000 gold crowns elven boots 2 2500 gold crowns elven war-spear 6 4000 gold crowns witchwood breastplate 1 500 gold crowns silverwood plate 2 5000 gold crowns



There is also a Junkyard in the game now, you can get rid of some of the things that were not sellable before, some, not all.



Junkyard, Entrance
This dirty, rectangular plot is filled with all manner of
heavy, useless objects, such as smashed statues, ruined carts,
mangled furniture, and corroded armour,. In the centre of the
lot stands a strane, gleaming metal contraption, emblazoned
with the High Guild of Magery's seal. A plaque on the opposite
side to the seal apparently details instructions on its use.
The junkyard continues to the east, and exits onto Temple street
to the south.
Obvious exits: south, east



You can take a look at the plaque
This rectuangular plaque is inscribed with the following:
"This Recycler Cube is used to get rid of old or unwanted
items. It will only accept select items, but the items it
does accept are those which most shopkeepers do not. Simply
SELL the item here, and an appropriate gold reimbursement
will arrive through the slot."

Heres whats in the Junkyard:

serrated battle axe                 black silk pants
rune-carved staff                   black silk gloves
silvery longbow                     black silk slilppers
skull wand                          black silk robes
shillelagh                          spiked plate
dragonclaw staff                    spiked gauntlets
silverwood staff                    silverwood plate
curved black dagger                 black chitin shield
emerald-tipped crozier              golden snake earrings
massive wooden club                 spiked collar
two-headed morningstar              snakeskin boots
skull wand                          curved black dagger
gnarled wand                        wavy-bladed dagger
wavy-bladed dagger                  holy avenger
ebony kris                          blades of balance
unicorn horn                        icehammer


Spells:

Druid spells----Entangle, and Blaze are now a Magic Level 3 spell, sorry Rangers.. Freedom moves to Level 16 and Barkskin will cost you 15 mana.

Bard spells----Valor, and Traveling are Party spells now, woo hoo, Misfortune is now an area effect spell.

Mage spells-----Ethereal shield now yields +12/0 ac, Dragon fire costs 16 mana...dunno bout damage its rumored to have gone way up..shrug. New spells...Mana Flux-changes mana regen rate..and..Chaos Shield-strange +/- 10 a/c..both of these come from the black tome droped by the beholder.

Priest spells-----Magic level 1 no longer has cure disease, like paladins really used it alot anyway. New magic level 3 spell, kill the night hag get the bible this unstones you. Also Sacrifice..gives hps from you to another player.



Items---The following items have been "adjusted" (oh goody)

Adamantie Bracers...Encumbrance has moved from 150 to 250
Blacksteel Scimitar...magically turns into the Sunsword (cool huh) not sure on damage yet but it hits damn hard.
Red Enameled Scalemail...does a lil better at protecting against fire based attacks.
Serpent Armbands...Encumbrance has raised from 75 to 125
Starsteel Greatsword...downgraded its damage

BACK TO ROD'S MUD PAGE
BACK TO ROD'S MUD PAGE