58101 lines
1.3 MiB
58101 lines
1.3 MiB
{
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"0": "21.07.2005\n\nA HUGE number of damage spells have been changed all for the better. read more on the \"Spell changes sign\" here in the OOC area.\n\nThe downside for mages is that all \"hand\"-spells have had their duration cut with 3. This is done FOR NOW to make sure the new settings does not allow mages to wonder off alone, using hands on the mobs, and then kill them as if they were an entire melee party. Please lets see how this works. The overall intention is to let mages be vulnerable in melee but devastating in damage output. I hope you enjoy the changes....\n\nPS. if you know of spells which have not been changed check our forum for my post, under official news, regarding spell changes....\n\nTarashon\n\n19.07.2005\n\nTo address the lack of farms available Ive had a look at the farms and their owners. As it appeared that many farms no longer were in use I have deleted all those which appeared that way, so they now are vacant.\n\nShould your farm have been deleted please contact a DM as we will then make sure you get the seeds lost back and 10.000 to buy a new farm.\n\nI would like to stress that one PLAYER may only have one farm. Running over the database it appeared that this was not so in quite a few instances.\n\n\n18.07.2005\n\nAira Draconis, Lord of the Darkmists, has entered the world. Dare you seek him out for his legendary \"Belt of Draconis\"???\n\n\"Darkmist Hideout\", new area have been added.\n\nTolmar \"Bardchainmail\" have had its 20% arcane spell failure removed. Players with an old version may contact DM to have it swapped....\n\nBlack Wyrmlings have been SLIGHTLY upgraded, but have had their CR increased also... ( increasing the levels in which people can get XP from them )\n\nDarkmist Knights have been altered so that they no longer crit so insanely hard. also they have had their combat feats altered so they fight normally now. All in all they hit better now but for quite less damage... ( no more 312 crits *chuckles* )\n\nEnjoy!\n\n\n17.07.2005\n\nThe huge work on implementing/changing all the things determined by players and staff together has started. here are a few of them implemented now.\n\n-----------------\n\nDeathtoll have been eased ( temporarily as we are currently thinking of a more complex change - all for the better of the players might I add )\n\nDeathtoll caps at level 25 now so maximum penalty is now 150 *25\n\nraise dead now gives back 70xp per level instead of 60\n\nResurrection now gives back 140 XP per level instead of 120\n\nin other words... a level 25+ being killed and resurrected looses a mere 250 XP....\n\nDragonknight ( Summoned Furious Wyrmling ) have had its duration altered from 20 hours to 80 to 100 rounds meaning 10 minutes RL. The intention was 3 rounds per level but the script is running on fixed time so this is it....\n\nAdded new highlevel area - Darkmist Hills.\n\nNow please be advised that this area and in particular its inhabitants are designed based on the feedback the staff got on the worldmeeting. Now designing a new monster with a brand new balance of powers and weaknesses is NOT as easy as it might seems. Therefore I will be closely watching how these monsters and in turn you players are geared towards each other. This means that there might very well come changes to them until I have an idea of the overall power/weakness level of these monsters. On the bright side ones these monsters are adjusted it is very easy for me to design new monsters on other levels... Cheers!\n\n07.07.2005\n\nFixed an alternate exit from Zeilash's tranquility, as doors and areatriggers apparently don't work well together.\n\nAdded a new drink and altered another in Zeilash's Tranquility.\n\nShifted Ifir Andu bows in merchants as the \"real ones\" may summon arrows 5 times per day, not 2. DM will change old ones at requests naturally.\n\nAdded Linnas house. Now having used god know how many hours I would be looking over my shoulder for that \"random DM KILL\", if my name was Linna. Muhahaha, vengeance is mine!\n\n06.07.2005\n\nThe areas \"Ifir Andu\" and \"Zeilash's tranquility\" have been added for the \"Elven project\" which is then finished for now - enjoy ;)\n\nAn unknown deity have taken pitty on the Giants of the wild isles. Seeing how they continuesly have been ripped apart by invading dragons and their....masters?, he have blessed the Giants to better be able to crush the dragons. ( and only the dragons I might add ).\n\n04.07.2005\n\nNew area included for the \"Elven project\". People who have already completed the existing quest may therefore move \"one step further\" now.\n\nEnjoy!\n\n---------------------------------------------------------\n\nApparently I have not explained my intention with the Dwarven Halls weapons well enough. The following classes were meant to be boosted by these weapons as I found them too weak compared to other classes.\n\npaladin\nfighter\nranger\nbarbarian\nmonk\nchampion of Thorm\nDwarven Defender\nWeaponmaster\n\nNow this means that ONLY these classes may use them. So if you have one of these classes, and also a class NOT listed here, you may indeed NOT use them. WHy this?\n\nBecause creating more powerful gear for a class is to lift that class in a specific department. If peole then have f.x. 6 levels and one of these classes and the rest in one or more others they will get \"unproportionally\" more benefit, than the classes intented.\n\nDwarven Halls weapons owned by classes not mentioned above ( even if they also have classes mentioned above ) must resell their weapons to a DM, which will naturally pay full price....\n\nI would like to stress that this is NOT A NERF. those items were designed to BOOST some classes and apparently ( as usual? ) I have not been good enough to express my intentions as to who should indeed be boosted.\n\nTarashon.\n\n\n02.07.2005\n\nThe newly introduced \"Rogue Power\" is now given directly to players ( of apropriate classes ) who enters the bridge in the OOC area. \n\nThe \"Talisman of Power\" is automatically shifted to a \"Talisman of power\" by entering the bridge in the OOC area. This new version should no longer \"doublefire\". Furthermore taking the quest will now give the \"Talisman of power\".\n\nThe \"Suicidal Troll\" drink should work as intended now.\n\n30.06.2005\n\nSeeker have finished scripting our new \"roguebooster\" and as such it is now ingame. After testing and when we have decided if no faults are in the script a trigger will be placed on the OOC area bridge to check if one is a rogue and if one have the small item or not. It can be used limitless as it does not stack and operates with a bonus setting from the combined level of following classes. Rogue, assassin, shadowdancer and harperscout. one must have a rogue levels to get it but unless I'm mistaken that is required to get any of the other classes anyway so.....\n\nFinal alterations in the new areas scripts. every things works as intended now and have been tested.\n\nAltered signs in helms hold to reflect its new owner.\n\nWhispering Tyrants have been corrected. On a mistake I had given them 2 of the same bigby immunities and...no crushing hand, making them free pickings for mages *sigh*, well it has been fixed now....\n\n\n29.06.2005\n\nExit from whispering gate have been redone. maybe it will work as supposed to now - lets hope...\n\nA new fishing rod have been introduced and can be bought in the UPLANDS vendor. this rod should be usable by gnomes and halflings also.\n\n\"A strange rod\" have been altered also in a similar fashion as above and one should talk to the bridge guardian to get one of the new ones as the old one does not work any longer.\n\n27.06.2005\n\nEfreeti Lord, should now disapear on the money requests as he does on all other requests.\n\nEntrance from Whispering Gate to????? should now be fixed.\n\n26.06.2005\n\nPart I, of our current \"Elven project\" have been realeased and is now ingame. No clues besides a new book in the library will be given. It is time to search for the truth..... enjoy ;)\n\nFixed a few things on Bosephus manor.\n\nThe access to Ibis Flowers have been improved.\n\nNOTE!!!\n\nDue to the fact that \"Tesgames\" are currently moving their server our homepage have been down for a day or so. It may be up even when I am writing this or it may be up again in a few days.. Its URL however is supposed to remain the same, so have a little patience ;)\n\n24.06.2005\n\nAlot of changes have been made...\n\nTo further balance between casters and nonecasters the summoned Wyrmlings have been modied \"nerfed\".\n\n- Minus 5 levels\n Minus -2 str\n- Critically hit immunity stripped\n- monk power \"flurry of blows\" removed.\n\nThis should effectively mean that they will no,longer compete with an level 25+ warrior with good gears AND buffs from casters, although they may still serve as a decent tank and before everything else allow the casters to \"hide behind them\" to some degree. This should however set things more evenly...\n\nIn response the XP penalty from summons have been set back to its original 20%\n\nSummoned furious elementals - druid level 9 spell - have also had their critically hit immunity stripped.\n\nAll players chests should have their 99 item limit now.\n\nAdded a Player owned area.\n\nAdded new manor for bosephus\n\nThose few \"illigal characters\" having old character builds violating against the present class rules must emidiatly contact a DM to have their characters brought \"up to date\" i.e. have them changed to legal choices of classes.\n\nI did not want to \"punish\" old characters but in my \"blindness\" I punished everybuddy else with allowing this \"special boon\" and thus created a difference in how players are treated; a diffence which I am passionatly against; I just didn't think it was a such and so I was in error - SORRY FOLKS!\n\nNEW RULES.\n\nIt is no longer allowed to play simultaneously with 2 characters or more inside the server at the same time. This means both from having 2 accounts oneself or loaning a friends... one is a given class with its advantages and disadvantages. no player should be able to buypass this with a \"secondclass buffer\" just because they happen to be able to affort two computers and games in real life...\n\nTo stop the combination thief/fighter from effectively being a better tank than a pure melee - due to far superior AC and epic dodge/evasion no rougeclass may wear SHIELD now.\n\nFighters/paladins and barbarians are supposed to be THEE main frontfigures and if other feat combinations etc can upset this please let me know so that it can be dealth with.\n\nWithinn reasonable time the shield of the stormkeeper will likewise be altered to a quests in which those classes who do not normally wear a shield will get another great item. these items will be nonedropable as the talisman of power allthoughthey will have no cost. Characters to whom this will apply who already have the shield will have their shield swapped with whatever apropriate item and receive a questgem, when this is implemented. \n\nShould anyone have customdesigned their characters with feats etc to be using this combination with shield as a \"main factor\" I will be available to help them retake levels/feats. I would like to stress that I am not happy about nerfing things at all, but the present situation where fightersclasses are not best at meleeing is simply not within the scope of \"my visions for ALANGARA\".\n\nSorry for the inconvinience, but before I get \"bombed with tells\" of how evil I am and how hard it is being this and that class now, remember that a fighter have but one, and one alone, purpose - TO FIGHT. No strange combination in ANY WAY should be able to stand up to a melee class when it comes to facing a monster \"face to face\" on close distance... Would'nt you agree?\n\nSincerely Tarashon\n\n22.06.2005\n\nChanges have been made to \"the Abandoned serwers\". characters of level 21+ is no longer allowed inside the quest sequence area and is caster away. This change have been made for two specifik reasons.\n\n1. Chainspawning and masskilling level1 mobs for mass XP pretty much borders exploit as it is obviously they were never intendet for this purpose.\n\n2. This simply makes the server lag as BIIIIP!!!\n\n\"Project X\" is moving steadely on. it is expected to be launched within a week.\n\n\n\n19.06.2005\n\nIn order to further the balance btween the different classes -particularly casters/divine versus nonecasters a new \"instrument\" have been used.\n\nThe NPC & SUMMONS have formed their own union called NPCSUM. Their union have demanded that their hardworking members be paid better for their valuable servises. In more practical terms SUMMONS now have had an payincrease from 20% XP to 40%. NPCs, such as the magma servant, have had an increase from 30% to 60%.\n\nUnfortunately the groups of Animal Companions and familiars were too tight with their imployers and refused to demand more than their present 10%.\n\nVarious fighter guilds have thrown in their support, with their spokesman \"Kome Illsmackya\" saying that \"Maybe those darn uptight casters will be coming back here to hire some muscle now....\n\n-------------\n\nThe Goblins Grum and Bister have been fixed, as for their drops. no more danish messages and they drop their respective blades - when they do it - directly in their inventory.\n\nHarp of Winter have had its special power fixed. It now works against all mobs not only PCs.\n\nLinda, at the balder Plaza, now buys \"stolen\" goods. She is however a sneaky one, so if your a rogue you might want to sell at the guild to get fair prices...\n\n17.06.2005\n\nIbaraksadur warriors have become better to hit. they could hardly hit ac 60 on their FIRST attack before..\n\nIbaraksadur Sorcerors have been changed. they now cast spell from their class meaning that they are actually able to penetrate magic resistance from time to time, and no longer use mordenkainins blade.\n\nLendizare the Stormkeeper and Lord Ibaraksadur are now immune to timestop ( transmutation school as \"timestop\" could not be selected singely ). This is to prevent casters from \"timestop killing them\".\n\nThe potion of war could not be fixed and have been removed from game.\n\nThe potion of sharpness is now called \"Oil of sharpness\" and further more there is an oil of impact and piercing. they can be used by all and do not stack with themselves. they can only be used on weapons that have that particular type of damage also meaning that those weapons who naturally have more than one type can use both respective oils simultaneously.\n\nThe spells \"regeneration\" and \"monstrous regeneration\" no longer stacks with themselves. they do stack with each other though.\n\nSummoned Furious Wyrmlings are no longer immune to knockdown. This should help abit with ballancing....\n\nThe area \"The Barren\" have been changed. To cut down lag the area have been halved in size, removing the part beyond the great gorge, that was not properly in game anyway....\n\nFixed \"Barren Tigers\" so that they (hopefully) summons the real tiger now and not the model that was replaced several month ago - I thought.....\n\nThe work on \"project X\" continues ;)\n\n13.06.2005\n\nAlthough no new adds are being made and I do not appear online much I can assure you that your hardworking staff is far from idle. We are currently working on a few of our most ambitious projects ever, so no need to be afraid were getting lazy here ;)\n\nSincerely the ALANGARA staff.\n\n\n11.06.2005\n\nPersistant chests possible bug with putting bags in it is now fixed.\n\nIcefangs Pelt quest no longer takes cherries in the dialog.\n\nThe Talisman of Power no longer take more than one powerstone.\n\nDue to the changes in the fishing script, normal fish now have had their value 10 doubled.\n\nRedfish is worth 1000+ gold selling now.\n\nFixed Furins throne so the poor old Dwarf can sit comfortably now.\n\nAdded another database chest to Valerias house, per request and also removed some bugs with containers there spawning random low treasures on serverrestart.\n\nPlease remember I will set ALL database chest to 99 items max in a few days. NO reimbursement will be made have you not lowered the amount of things in it below that.\n10.06.2005\n\nSeekers brand new totally rebuild fishing script is now in action ;)\n\nBankscript have been fixed by Seeker.\n\nThe \"Harp of Winter's\" specialpower should now be working as intended. A HUGE thank to \"FALLOUT\" from the Iliac Soul forum for taking the time....\n\nDaemon Archers, in Flamedeep, no longer use entangle. their spellpowers have been altered and their summon now better reflects their strength.\n\nThe snow have been removed from The Barren. let me know if it helps with lag, else it will be coming back....\n\n\n09.06.2005\n\nFixed a few bugs.\n\nStill working intensely on the new Elven areas\n\n\n06.06.2005\n\nIMPORTANT NEWS!!!\n\nDue to MASSIVE lag when some people open their database chest from now on they are restricted to 99 items. In a few days I will manually set all chests to this amount so make sure it is emptied of exces items.... ( losses will not be reimbursed. )\n\nI would like to encourage regular players who have played here for some time and expect to continue to use the link at the bottom our our websites mainpage ( scroll down ) and give ALANGARA a vote. Now please do not just give it 10 I would rather have an honest 4... and please fill in a few coments about the server also. The only way we get a real fun server is by having a good number of players to interact and for people to find us amongst those 100s of servers it might be an idea to be listed in the vault..... ( it requires 10 votes all in all - comments are not counting it must be VOTES )\n\n-----------------------------------\n\nSnagletoth's house added.\n\nAdded \"Western farmlands\" to accomodate the need for new farms. Is but a copy of farmlands but it should work as intended lol.\n\nLooked at talisman of power summoning script but until further notice, make sure you powerstones are not stacked when you use the talisman....\n\n04.06.2005\n\nFinished Hellspawn Pines adding new monsters with customdropds to the zone. Any melee characters that would like a temporary immunity to critical hits? ;)\n\nFixed the \"chaunteas legacy\" in Hellspawn pines so it actually (should ) work(s) now.\n\nChanged ranger and paladin amulets in Xymoria to also hold 2 spellslots of level 1 spells.\n\nChanged the \"Fungi-quest\" as to only give 15xp per funghi at level 36+\nSorry folk, but leveling on those last epic hardcore helllevels should not be done primarely by farming fungi... \n\n03.06.2005\n\nAdded Ishador Hills, north of Farmlands.\nAdded Ishador - the Isle Above\n\nNew vendor selling some magespells - please let me know of any spells that are missing on the board ( bugfixes forum ) and I will add them to this particular vendor.\n\nAdded two new customscriptet highly powerful \"melee-only\" potions.\n\nAdded two highlevel bard instruments. These instruments may ONLY be used by bards regardless of any feat etc making other classes able to do so. \n\nAdded trashcans at the fishingspots.\n\nEnjoy ;)\n\n\n28.05.2005\n\nKaranars smithy have been added to the Dwarven Halls. This smithy only server characters of level 25+ and with one of following classes...\n\npaladin\nfighter\nranger\nbarbarian\npalemaster\nmonk\n\nDruids multiclassing to ranger may NOT use it even though they can....\n\nas stated in the dialog characters giving these weapons to others will be instantly serverwiped and banned from the server. this smith and these weapons are made not in RP realism but purely for classballancing. I have already decided which classes gets them so no arguing for classes added will be considered. Neither will arguments for thei strength, I myself will alone decide about their usefullness and power from seing them in action...\n\nSincerely Tarashon.\n\nPS.\n\nI really hope this will aid you melee oriented chars/players ;)\n\n\n24.05.2005\n\nGreetings ;)\n\nThe first race-specific area has seen the light of day in ALANGARA.\n\nDwarven Halls added.\n\nFurins new home added\n\nNew food and drinks are added. these are either RP aditions or some of them beneficial \"buffs\", including options not open to normal spells etc.\n\nThe Dwarven Halls will get an upgrade at a later time but being very busy in RL and also having a huge urge to add a tons of things, this is what I have decided to put of energies into a single area for now...\n\nPS.\nplease take the time to ajust your \"camera view\" so it resembles 1. person when visiting Dwarven Halls. It REALLY makes a difference to the atmosphere of the area. Enjoy!\n\nTarashon.\n\n19.05.2005\n\nThe Gods in their divine glory and grace have taken pity on the farmers of the Inner Realms seing how they were to walk around with 200 apples.\n\nA new NPC provisionare have been placed in the Uplands. He will ask for 20 apples and in return give a \"Apple Tablet\". The provisionare in Castle Balder now asks for 10 of these tablet ( which do not weight a lot ).\n\n( PS. evil rumors have it that the Gods did not actually care but that I was sick and tired of the server crashing from this particular script - the old one. Lets hope this new aproach will do the trick )\n\nAdded Tolmar druidarmor, and removed druids from useablelist of the iceplate of faith.\n\n16.05.2005\n\nAdded all scripts used at the royal provisionare to the \"cashed scripts\" to hopefully avoid problems with servercrashes in conjunction to those particular scripts.\n\nAltered the bard, paladin and ranger amulets in Silverdragon Sales to reflect what spells those classes are actually able to cast. Also made the paladin and ranger amulets more \"melee minded\".\n\nAltered the effect on the Harp of Winter - this is still subject to testing and does not nessescarily have to be its final effect.\n\n15.05.2005\n\nBosephus' house is now ingame.\n\nTo feed the masses and acomodate our growing playerbase yet another farming area have been provided by Lord Balder. In response to the growing distance from Castle Balder a free portal pad have been installed to the Farmlands in Heroes' Rest.\n\nThe new healing potions seem to \"fire double\". In response I have merely halved their healing amount and XP value, lets see if that works...\n\nFixed the fishing areas to actually spawn bears if people have fish lying around. The spawnpoint of the bears was named incorrctly.\n\n14.05.2005\n\nCarpenters sent to fix Athurin's inside door.\n\nHulkmother now respawns regularly, however she has taken a grudge to summoned creatures as many other highlevel questmobs....\n\nFixed Undead Torturer so he now spawns in conjunction with the questdialog to go kill him.\n\nAdded a new druid NPC in Gnollwood hills. Along with her have been added new findable plants, new farmable crops, new quests and new powerful potions to be made - enjoy!\n\n( PS. lets see how many bugreports I can get myself on this one, hehe )\n\n11.05.2005\n\nStopped Sewer altar giving XP to prevent a massive exploit possibility.\n\nAdded player (Athurin's) house to the module.\n\nFixed a library problem in Valerias house\n\nFixed a certain guilddoor to close itself - hopefully it works now....\n\n07.05.2005\n\nAltered prices in Inner Glade to normal settings to stop an player reported HUGE exploit option. Raise/rez stones are aproximately the same cost (removed its extra cost) but healing kits are quite more expensive now.\n\nBarren Tigers now SHOULD drop a skin on death.\n\nIn order to improve the balance between casters and noncasters particularly making sure that the casters need help from noncasters on highend quests, following questmobs now banishes (banishable naturally) targets on hit...\n\nBarren tigers\nDraco Mortex\nLord Ibaraksadur\nThe Stormkeeper\n\nThis does not mean summons are suddenly useless even on those quests as they are still a great help to get there, and can still be used to fight adds but they will disapear when hit by the questmob. Lets see if this makes a difference ;)\n\n06.05.2005\n\nAdded \"Clan Undermountains farming manual\".\n\nFixed a few bugs in fallers place.\n\nAdded paladin and ranger amulets to silverdragon sales. Prices have been raised abit as it was possible to sell items from there more expensive with a good apraise skill.\n\nHopefully Peacebringer no longer attacks PCs examining him....\n\n04.05.2005\n\nAdded Tolmar Dwarven waraxe and Tolmar warhammer.\n\nAdded Faller house.\n\n30.04.2005\n\nAdded playerhousing for Batharos.\n\nAdded magical Dwarven waraxes at Morgloins Smithie\n\nFixed conversation for inkeeper miller at the blizzards shelter.\n\nFixed Storm Beetle throats to not be \"stolen\" and thus give the intended output on sale.\n\nFixed wheel of fortune.\n\nFixed various descriptions in regards to the diseased theme in the sewers.\n\nThe Undead Torturer now spawns during prober questconversation insuring that one always have a torturer to kill when one is ready.\n\nFogmoorberries are now spawning in more different locations adding to the need to search for them....\n\nTimestop ( SHOULD ) only affect the given area now.\n\nAn easy \"exploitable\" bug / mistake where the Blizzardshelter bought items for considerable more than they were worth and even they said they would pay should now be fixed. Sorry folks the free party is over , LOL.\n\n28.04.2005\n\nFixed both quests in ralfes botaniqa so that you now get the right questgems and that they check for those acordingly also.\n\nFixed an ENORMOUS economic \"error\" making it possible to make \"obscene\" amounts of money from the Talkash stormbeetles. their drops were unproportionally way to valuable for their difficulty.....\n\npeople who have made the quests in ralfes botaniqa and below please contact DM ingame to get their corresponding questgems and have wrong ones removed ( the wrong one is called \"questgem - trixa\" and is used in another much more highlevel quest )\n\nAltered droprate on darkesenses to be very very rare. a drop means +1 to a stat of choice and they should be quite hard to get, which they are now.\n\nFixed various NPCs in heroes rest to be unmoveable to avoid vendors runnign off to kill evil evil players trying tokill them ;)\n\nAdded leather armors +0 to +3 to morgloins smithy.\n\nAdded a cost of 3000 gold pieces to the price of 40 special arrows from Aron's. The lightning arrows are simply being used to kill lowlevel monsters by midlevels characters too easy. This can still be done but now it at least have a goldcost to make one consider if its worth it....\n\n17.04.2005\n\nFixed the rats in the sewers.\n\nFixed activation message on Myconid healingstone.\n\nHeavely altered Inner Sanctum to reflect a \"highlevel questzone\". You might wanna bring a rogue....\n\n16.04.2005\n\nFinished the \"Inner Sanctum\", with corresponding quest.\n\nChanged a few chests in low/high - forest\n\nTried a new setting on XP affecting higherlevel character possitively - if it actually works.... The finetuning continues....\n\nAdded a database chest for player.\n\n14.04.2005\n\nMoved fallen log on \" Little Forest\", so user no longer gets stuck behind it.\n\nChanged descriptions on beast in the museum to english, and at the same time those beast desciptions in their respective habitats.\n\nChanged to XP script with the following effects..\n\nGenerel XP output for monsters have been a little lowered. However the duration in terms of when monsters get XP penalties/no XP has been improved a lot. This should mean that it is now easier to single lowerlevel mobs for XP especially at those hard higher levels. minimum XP have been set to 1 instead of three to reduce the \"economi\" in masskilling lowlevel monsters at higher levels.\n\nOverall this should mean that XP will slow down alittle bit but that higher levels now can find monsters who gives a little XP and is \"singleable\". Also the general motivation for lowering XP ABIT has been the growing number of quests with rather good XP reward, which will continue to grow....\n\nRoyal fungi spawntime have been doubled to one hour, as their intention is not to be superior to fighting on higher levels. also it should be noted that when the fishing script is altered their will be a small XP output from fishing.\n\nPlease let me hear constructive feedback to these changes in a few weeks when we have all seen how they have worked out ;)\n\nGuardian beetles in \"Low Forest Cave\" have been severely weakened in order to make Aiaslas Plateau and the entire \"Middle Lands\" continent available from low levels, even for those singleplaying.\n\n12.04.2005\n\nFishing is introduced, and more may be learned in Upland from Dimitra.\n\nA big CONGRATULATIONS to \"Acetatus\" for being the first to get his own private area - Helms Hold.\n\nWestern Uplands included, and as such there are now 12 more farms available. it should be noted that this zones is a \"cheap variant\" of Uplands and additional farmlands will more than likely be also as long as I am so busy with all the new improvements on the server....\n\nA new provisionare in Castle Balder is looking for....... hmmm what could it be?\n\n---------------------------------------------\n\nSpecial change!\n\n\"Talisman of Power\" have been changed in one very significant way.\n\nIn order to summon the \"magma Servant\" the user must also have a \"Power stone\". This may be acquires at \"Aron's Wonders\" and in order to get one you will need 30 Turakurian Cherries and 10.000 gold.\n\nThis has been done to make casters still need melee characters instead of being a constant 3-man-army in themselves.\n\nLets see how it works out....\n\n11.04.2005\n\nAdded helm and sheild shop in Castle Balder city district, upon player requests for more variations of looks.\n\nUndeads eternal foe shold only work one time now, meaning additional cast will merely renew the spell. ( The AC effect on multiple cast were simply too much. )\n\n08.04.2005\n\n\"Druids\" quest no longer gives group- but single XP as all other quests.\n\n\"Book of Winter\" quest no longer gives 100 XP in the prequest conversation. This was a very easy-abuseable bug....\n\n05.05.2005\n\nMaster Richael in Low Forest have had his dialog fixed. the quest worked as it should but the prequest information as to actually do the quests had an old script attached preventing the dialog to be shown.\n\nThe Ralpha quest in the Roaring Dragon has been fixed so all classes now may take it. The ring will furthermnore also be given to bards now, and has been altered so that bards may actually use it...\n\nText messages in the Low Forest Cave, have been altered to english.\n\n03.04.2005\n\nSome problems with the Provisionare quest have made the server somewaht unstable when taking that quest. an alteration in it have been made so lets see if it helps. Else another way WILL be found...\n\n02.04.2005\n\nGatelock in sewers west removed, in respons to a logical player request...\n\n01.04.2005\n\nMade some changes to the Royal Provisionare quest dialog. Due to massive overload on one of the questscripts, the dialog/scrips are now split up so you return the 200 apples in 4 proceding dialogs, giving 50 apples eah time. This should hopefully prevent problemes / servercrash, when doing the quest.\n\nFixed various descriptions in Tobias shed from danish to english\n\nGave Cara of Zertihn a charmcourse, dying her hair and giving her a more probervoice setting ( it was somewhat rusty before... )\n\n30.03.2005\n\nFixed jewel-names and -descriptions on \"shreeder jewels\" and \"swamplurker-jewels\".\n\nFixed drops from the Warriors of Night. They now drop their darkessences on death.\n\nFixed error message on Moorberry plants when used. Also made them to dispear 2 minutes after use to insure players don't find already looted, and thus useless, plants...\n\n\n29.03.2005\n\nNew zone added to Castle Balder.\n\nNew farmrelated quest added to castle balder, this quest may be taken 5 times.\n\nNew specialcrop introduced, which's fruit can bring both superior cashflow to the existing crops and also XP reward.\n\n28.03.2005\n\nFixed abuseable bug at the Tolmar fletcher.\n\nNew playerstatue in Xymoria.\n\nNew playerhome / store in castle balder citydistrct.\n\nAs for the new store this is a \"pilot project\" enteraction between npc stores and Player initiatve. In this case valeria is the storekeeper of a clothing shop, her speciality being tailoring custumized clothings for other players.\nNow I personally like the idea and if it \"takes off\" I would be very open to similar ideas or brand new ones as long as it means the player(s) envolved are willing to be quite available for other players..\n\nThe NPC vendor asociated with Valeria have a bunch of normal diffrent outfits also to make it easier for other players with craftitem skill to get various draft for custom designs..\n\n20.03.2005\n\nIludels mansion added to Xymoria.\n\n15.03.2004\n\nFixed Signe's accecories for abug ( I hope) that allowed unreasonable highprices when selling certain items to her.\n\nAltered \"the frontier\" with personal teleports between monster- and NPC areas to combat \"NPC exploiting\" enabling players to frag hordes of monsters to the NPC's and having therm killing them and getting the loot afterwards...\n\nAnd as a sidenote a warm welcome to all you new players, I hope you enjoy yourself here ;)\n\n\n13.03.2005\n\nUpgradet CR for monsters in Hellspawn Pines. ( they were too low )\n\nFixed inventory problems with summoned Wyrmlings (so they don't fight with a shortsword - sigh ). Upgradet their AC to the same as magma servants.\n\nTolmar bard armor is now a chainshirt ac4 / max dex 4 armor.\n\nUndead torturor now drops his amulet.\n\nFixed problems with \"danish trees\" in Greengrove.\n\nFixed a door and a dialog in Old Merchantsguild.\n\n12.03.2005\n\nFaults in rickael questdialog have been corrected. (and tested)\n\nOld danish descriptions in sewerareas of Castle Balder have been translated and questmobs made respawnable.\n\nFoogmoor and Undeaths repose have had danish texts fixed.\n\nBooks added to library.\n\nSeveral other bugs&texts fixed.\n\nALANGARA now have a new wepsite.\n\nhttp://www.hostingphpbb.com/forum/index.php?mforum=dkalangara\n\n07.03.2005\n\nThe town of Xymoria have been totally rebuild.\n\n\"Tue\" outside Heroes' Rest have been changed and now referres to Master Richael in Low Forest. The \"Spellslinger\" quest now starts there and is uptainable for all classes ( all wil not get the robe though).\n\n03.05.2005\n\n\"Fungust Forest\" has been altered so that textmessages no longer are in danish. Also text appearing using Myconid powerstone are now in english.\n\nFixed portal light in \"the heroes rest\"\n\nFixed \"Aron's arrowquest\".\n\nFixed entrance to Old Merchantguild\n\nFarming prices dramatically reduced. After s small talk and some playing with a calculator I realized a higherlevel char with good apriase could make between 50.000 and hundredthousand gold pieces an hour chainfarming...Also farmingtime on the crops have been doubled.\n\nThe economi balance was simply out of order with such gold potential...\n\nIt should be noted that I am planning on \"refinement quests\" for crops so that one can get better sorts and some XP from acquiring those. ;)\n\nWORLDUPDATE V1 in effect.\n\nNewssign has been reset.\n\nSeveral new zones added to the Castle Balder complex\n\nDakmoor has been completely Rebuild\n\nShips to Iceport and Frontier now sails from Castle Balder harbour.\n\nAisla's Plateau changed.\n\nLocations of Darkmoor and Xymoria moved.\n\nThief- and bardguild implemented.\n\nMany zones have had their looks redone.\n\nSeveral new quests added.\n\nServerstart totally remade for new characters allowing them a certain \ndegree of guidance into the server.\n\nTurakurian Cherry seeds now comes from quests and amounts of cherries needed for arrows and Forge Tokens are heavily altered to correspond to the new situation. all existent seeds and cherries will be collected by DM.\n\nSeveral lower level questmobs now respawns but with enhanced delay.\n\nPrices on dreadspiderbrains and dragonrubies has been lowered abit\n(also to correspond with the fact that thieves and bard now get better prices in their guild according to their status there )\n\n\nPatroller type monsters, which respawns on death are now all set to \"CR 1\" regardless of their levels. 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"0": "The gods of the Inner Realms belong to the Forgotten Realms pantheon. To most mortals of Faerûn, the Inner Realms are an unknown part of that world setting.\n\nMost followers share the alignment of their divine patron. Other alignments are acceptable of course, but try to keep it within one step from the alignment of the deity for roleplay purposes.\n\nCurrently the following gods are present in this module: \n\nTHE GODS OF GOOD:\n\nChauntea \nGoddess of agriculture, farmers, summer, good druids.\nAlignment: Neutral Good\n\nLathander\nGod of dawn, youth, vitality, creativity, new beginnings, spring.\nAlignment: Neutral Good\n\nMielikki\nGoddess of forests, forest creatures, autumn, rangers.\nAlignment: Neutral Good\n\nMystra \nGoddess of magic, spells, arcane spellcasters, the weave.\nAlignment: Neutral Good\n\nSelûne\nGoddess of the moon, navigation, travelers, seekers.\nAlignment: Chaotic Good\n\nSune\nGoddess of beauty, love, passion.\nAlignment: Chaotic Good\n\nTorm \nGod of duty, honor, obedience, knights, paladins.\nAlignment: Lawful Good\n\nTymora \nGoddess of luck, adventurers, good rogues.\nAlignment: Chaotic Good\n\nTyr\nGod of justice, law, order.\nAlignment: Lawful Good\n\nZertihn\nGod of hope, civilization, just leadership.\nAlignment: Lawful Good\n\nTHE GODS OF NEUTRALITY:\nGond\nGod of craft, smithwork, construction.\nAlignment: True Neutral\n\nHelm\nGod of guardians, protectors.\nAlignment: Lawful Neutral\n\nOghma\nGod of knowledge, invention, bards.\nAlignment: True Neutral\n\nSilvanus\nGod of nature, wild druids.\nAlignment: True Neutral\n\nTempus\nGod of war, battle, warriors.\nAlignment: Chaotic Neutral\n\nWaukeen\nGoddess of wealth, trade, money.\nAlignment: True Neutral\n\nTHE GODS OF EVIL:\nAuril\nGoddess of cold, winter, evil druids.\nAlignment: Neutral Evil\n\nBane \nGod of strife, hatred, tyranny.\nAlignment: Lawful Evil\n\nBeshaba\nGoddess of bad luck, misfortune, accidents.\nAlignment: Chaotic Evil\n\nLoviatar\nGoddess of pain, agony, suffering, torture.\nAlignment: Lawful Evil\n\nMask\nGod of thieves, shadows\nAlignment: Neutral Evil\n\nMyrkul \nGod of the dead, corruption, decay, undead.\nAlignment: Neutral Evil\n\nShar\nGoddess of night, darkness, loss, evil, secrets.\nAlignment: Neutral Evil\n\nTalos \nGod of storms, destruction, disasters.\nAlignment: Chaotic Evil\n\nTorklaz \nGod of greed, betrayal, rebellion.\nAlignment: Neutral Evil\n\nUmberlee\nGoddess of the ocean, sea winds, currents\nAlignment: Chaotic Evil\n\nALL above gods are much more described in books found in the Castle Balder library\n\nROLEPLAY ADVICE:\nYou may actively oppose a god's followers and portfolios. You may also question his portfolios and work to limit their influence on the Inner Realms.\n\nYou may NOT however speak ill of a god's position or question their right to rule as divine beings. If you do so, you risk angering all the gods. Since they are vain and tolerate no insults from mortals, even your own god may strike you down should you belittle a god. Characters slain by a god are PERMANENTLY LOST (server wiped).\n\nAt all times you must show respect for gods.",
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"0": "Rules and tips for character builds in Alangara\n\nClass and Multiclass restrictions:\n\n*****\n\nNEWS: 29.06.16\n\nMonks must download the \"cls_feat_monk.2da\" file from our forum and put it in the override folder. This must be done before the monk reach level 3 as this will prevent the monk from obtaining the monkspeed at level 3. Do this and the monk is longer banned :)\n\n*****\n\nUpon reaching level 40, a character must have at least 6 levels in all chosen classes.\n\nThe following classes may not be taken / are banned.\n\nPale Master\nShadow Dancer\nShifter.\n\nClerics may not multiclass as all, not even with prestige classes.\n\n\nInformation about playable races:\n\nThere are no special subraces on Alangara. All standard races are allowed.\n\nAlignment on Alangara:\n\nAlangara is in many ways about the struggle between the alignment extremes ( good vs. evil, order vs. chaos ). Bear this in mind when choosing your alignment, as it will affect the role you play in the world at large. There are however no \"neglected\" alignments - neutrality is as valid an alignment choice as the extremes.\n\nRestrictions and tips about skills:\n\nThe Appraise skill is not used on Alangara.\nThe Persuade skill is not used on Alangara.\nThe Pick Pocket skill is forbidden to use against PCs and useless against NPCs.\nAs there are no rideable horses on Alangara, the Riding skill is useless.\nAs most containers and many gates on Alangara are locked, it can be useful to take some ranks in the Open Locks skill.\n\nFeat restrictions:\nIt is not permitted to take the Devastating Critical feat.\nDo not take the Mounted Combat, and Mounted Archery feats, since there are no horses on Alangara\n\n\nClass custom rules and benefits\n\nBarbarian:\n Barbarians of level 25+ have access to buy powerful weapons in the Dwarven Halls. These weapons can be used by the character, as long as he hasn't multiclassed to any classes besides the following: Barbarian, Fighter, Paladin, Ranger and Weapon Master.\n Barbarians receive special permanent stat bonuses from DMs at the following Barbarian class levels. (i.e a level 15 ranger 5 barbarian is not a level 20 barbarian.):\n Level 20 Barbarian: +4 STR and +4 CON\n Level 30 Barbarian: an additional +4 STR, +4 CON and +4 DEX\n\nBard:\n The effectiveness of Bardsong has been significantly increased in Alangara.\n\n The bardsong scales with \"1 to 1\" meaning you need 1 bardlevel and one perform to get bardsong level 1. A level 7 bard must have 7 perform to get a level 7 bardsong etc. presently it caps at level 40 bard/40 perform.\n\n Currently we have not tweaked the curse song, and as bards have several other bonuses we have no current plans to tweak it either.\n Bards have access to special arrow summoning items from Evelyn's Archery in Castle Balder City District.\n Bards get the special summon \"Valkyrie\":\n At level 11: Valkyrie\n At level 17: Valkyrie Knight\n At level 21: Valkyrie Muse\n\nDruid:\nThe following animal companions have been significantly improved in Alangara (be certain to choose one of these when choosing your animal companion):\n\n Panther : significantly increased damage output.\n Direwolf : a balance between damage output and survivability.\n Bear : Significantly increased survivability.\n\t\t\nFighter:\nFighters of level 25+ have access to buy powerful weapons in the Dwarven Halls. These weapons can be used by the character, as long as he hasn't multiclassed to any classes besides the following: Barbarian, Fighter, Paladin, Ranger and Weapon Master.\n\nPaladin:\n Paladins of level 25+ have access to buy powerful weapons in the Dwarven Halls. These weapons can be used by the character, as long as he hasn't multiclassed to any classes besides the following: Barbarian, Fighter, Paladin, Ranger and Weapon Master.\n Note that horses are not implemented in Alangara.\n\nRanger:\n\tRangers in Alangara are a great alternative to the Fighter class, with a strong focus on ranged attacks compared to their Fighter counterparts.\n Rangers of level 25+ have access to buy powerful weapons in the Dwarven Halls. These weapons can be used by the character, as long as he hasn't multiclassed to any classes besides the following: Barbarian, Fighter, Paladin, Ranger and Weapon Master.\n The following animal companions have been improved significantly (be certain to choose one of these when choosing your animal companion):\n Panther : significantly increased damage output.\n Direwolf : a balance between damage output and survivability.\n Bear : Significantly increased survivability.\n Note that rangers companions are same level as the druid counterpart so the rangers companions starts at the same level as the ranger when he gets them.\n\n Rangers also have access to powerful \"summon arrow\" items from Evelyn's archery in Castle Balder City District.\n\nRogue:\n Due to the fact that many monsters are crit/sneak immune, Rogues automatically get a bonus to damage and to hit, depending on their class level, according to the following list:\n From level 1-10: +5 to hit, +5 to damage\n From level 11-20: +10 to hit, +10 to damage\n From level 21-30: +15 to hit, +15 to damage\n From level 31-40: +20 to hit, +20 to damage\n You get the bonus, if you have at least 1 rogue-level. 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"0": "The following spells are altered in Alangara:\n\n\nAll healing spells as follows :\n\nCure minor Wounds - 5 + 1 per caster level HP.\n\nCure light wounds - 10 +2 per caster level HP.\n\nCure moderate wounds - 15 +3 per caster level HP.\n\nCure serious wounds - 20 + 4 per caster level HP.\n\nCure critical wounds - 25 + 5 per caster level HP.\n\nHealing circle - 50 + 6 per caster level HP, and healing radius max size.\n\n\nHeal - 100 + 20 per caster level HP. - Its harm effect is now similar\n\nGreater Restoration - 100 + 20 per caster level HP. \n\nMass Heal - 100 + 20 per caster level HP. - Its harm effect is now half that damage.\n\nAll this is combined with a class healing received bonus system.\n\nSingleclass Barbarians = +50%\n\nSingleclass Fighters = +30%\n\nAny build including Barbarian = +20%\n\nAny build including Fighter = +15%\n\nAny build including Ranger or Paladin = +10%\n\n*** REGENERATE SPELLS UPDATE ***\n\nRegenerate and Monstrous regenerate have also been redesigned based upon classes now.\n\nThey still have the 1 hour per caster level specialty as before.\n\nMonstrous regeneration.\n\nSingle Class barbarian +5 HP per tick.\n\nSingle Class Fighter +4 HP per tick.\n\nAny build including a barbarian or Fighter +3 HP per tick.\n\nAny build including a Ranger or Paladin +2 HP per tick.\n\nAll others +1 HP per tick.\n\nRegenerate.\n\nSingle Class barbarian +8 HP per tick.\n\nSingle Class Fighter +6 HP per tick.\n\nAny build including a barbarian or Fighter +5 HP per tick.\n\nAny build including a Ranger or Paladin +4 HP per tick.\n\nAll others +3 HP per tick. \n\n---\n\nBarbarian:\n\nFeat: Mighty Rage.\n\n+8 to CON and STR removed.\n\nAdded regeneration CON modifier*2 and magical damage CON modifier.\n\n+4 saves remains.\n\nDuration set to 10 + CON modifier\n\n---\n\nPaladin spell.\n\nBless Weapon : now grants +3 enchantment and 2d8 divine damage on all held or natural weapons versus all creatures.\n\nHoly sword : now grants temporary armor and/or shield enchant like magical vestment and at the same time a weaker version of Spell Resistance.\n\nFeats: \n\nDivine Might Now has a minimum duration of 10 rounds, +5 extra for extend spell feat + CHAModifier(max 10) , i.e. 10 to 25 rounds.\n\nDivine Shield Now has a minimum duration of ( 10 rounds, +5 extra for extend spell feat + CHAModifier(max 10) )*3, i.e. 30 to 75 rounds.\n\nFurther more the AC is now changed to SHIELD type, max 10 but stacks with a physical shield so max 13 if using a towershield.\n\nIn addition to this a level 15+ paladin will summon a custom Divine Shield Potion on use. These potions works in a similar way but can be used by all classes. These potions can not summon a new...\n\n\nDruid spell.\n\nAura of vitality: added +3 regeneration to it, and most importantly duration is now hours instead of rounds.\n\nHealing Sting: completely redone to Lightning Weapon, granting 2d8 electrical damage to target creature's held or natural weapon.\n\n---\n\nJust to sum up the different class options for weapon damage enchant in Alangara it is now...\n\nPaladin - 2d8 Divine ( and weap +3 ).\nRanger - 2d8 Positive.\nDruid - 2d8 Electrical.\nWizard / Sorcerer - 2d8Fire.\nBard(song) - 2d12 Sonic.\nCleric - 2d8 Cold\n---\n\nShield:\nNow gives shield armor 4 + ( casterlevel/10 ) i.e. 4 to 8 ac. Also, from level 15+ simultaneously summons a custom shield potion to caster that gives ac4 fixed. this can then be given to allies/summons. Duration of shield is now casterlevel*4 hours, so basically one cast per rest even for the potions.\n\nFlame Arrow is still 1 arrow per 4 levels but no cap, and damage per arrow is now 4d6+10.\n\nClarity: duration doubled.\n\nEnergy Buffer: HP amount now Casterlevel*10; not 60\n\nSanctuary and Greater Sanctuary has been DISABLED. Unfortunately these spells tampers with the balance of the game by letting people walk past guards with true seeing along with the fact that you can run around with a summon, familiar or henchman and gain XP while being absolutely safe from the monsters.\n\nAll summoning spells I to VIII give the summoned creature natural regeneration matching their spelllevel, i.e.. summoning III has regeneration 3.\n\nAll undead summonings have been altered to more powerful versions also.\n\nPlanar binding : significantly improved custom depending on alignment\n\nMonstrous regeneration now gives 2 hitpoint per tick, and the duration has been altered to 1 hour per caster level.\n\nClarity : duration is now level*5 rounds and also adds immunity to knockdown.\n\nMagic Missile does 1d6 + 1 damage per caster level instead of 1d4 +1 as is standard. Also it gives 1 missile per level up to level 20 where it then caps at 20 missiles.\n\nIsacs Lesser Missilestorm - Completely redone into a clone of firebrand but with magical damage. Damage = Casterlevel *1d6 per target max level 30.\n\nIsacs Greater Missilestorm - caps at level 25 now\n\nFireball - max 25d6 not 10d6\n\nDelayed blast fireball - max 40d6 not 20d6\n\nFirebrand - casterlevel +5 missiles max 45.\n\nHellball - 25d6*4 not 10d6*4\n\nGreater Ruin - 80d6 not 35d6\n\nAcid arrow - 5d6 not 3d6\n\nBarkskin - < L6 = 3, < L14 = 4, < L24 = 6, else 8 in natural armor\n\nMagic Vestment and Shield of Faith both caps at +7\n\nFlameweapon gives 2d8 firedamage on all weapons at all levels.\n\nDarkfire gives 2d8 Cold damage on all weapons at all levels.\n\nBombard - d10 damage per level up to 40\n\nCall lightning - max 30d10 not 10d10\n\nChain lightning - max levelcap 40 not 20. Damage d8 not d6.\n\nEvards Black Tentacles - before 1d6 +4 max level 20, now 1d20 + casterlevel, maxlevel 40.\n\nHaste - *2 duration\n\nMass haste - *4 duration\n\nHealing Circle - ( level * 6 ) + 8 , maximum level 40, range colossal. Now it is actually usable!\n\nStorm of vengeance - 15d6 acid damage 20d6 lightning damage ( at fail saves) max 5 rounds\n\nAll Dragon breaths are now upgraded to that of a Red Dragon i.e. 2d10 for Wyrmling going all the way up to 24d10 for great Wyrm. Also improved evasion now gives /4 damage instead of nothing.\n\nRDD Dragon breath significantly upgraded to 1d10 per RDD level and from level 11+ the damage gets an additional 100% increase to its level damage, i.e. a level 11 RDD gives (11*2) =22*d10 damage.\n\nCone of cold - max levelcap is now 25\n\nDestruction - 30d6 not 10d6\n\nEthereal Visage: +10, 10 damage and conceal 30, spells level 2\n\nFirestorm - max levelcap is 30 but gives 60d6 there\n\nFlamelash - d8 not d6 counter and level/2 , not 3.\n\nFlamestrike - max level 40 not 15. (d6*level)+10 firedamage and (d4*level)+10 divine damage. no save versus divine.\n\nGhostly Visage: +10, 5 damage and conceal 25. spells level 1\n\nHorrid withing - max levelcap 40 not 25\n\nHammer of gods - max 15d8 not 5d8\n\nIcestorm - hard to describe but way better\n\nInferno - duration cut in half, but damage 2d6 +25 ( before merely 2d6 )\n\nMeteor swarm - safezone improved and damage 240 not 120\n\nPremonition: +15, 30 damage - max 10 per level before collapse.\n\n\nAll Bigby spells have duration / 3 ( this is again up for debate, my intention is to not have the new spellpower mean that mages can travel alone using bigbye and huge damage so needs no one else....\n\n*** Ranger specific spellchanges *** ( most are also druid spells )\n\nBasically some of the rangers spells was useless in a PW so we redesigned the rangers powers with some of those spells...\n\nGreater Magic Fang - max +10 not +5\n\nMagic Fang - now cast Ghostly visage on rangers companion\n\nOne with the land - now casty ghostly visage on ranger self.\n\nMass camouflage - casts flameshield on target creature or PC.\n\nCamouflage is in reality a target self only mass haste now.\n\nBladethirst - 2d8 positive damage on all weapons on a creature.\n\n*** END ***\n\nFirebrand caps at level 40.\n\nHori...boom - Max 15d6 not 5d6\n\nGate - Gate no longer requires protection from evil and the creature summoned is based on the lignments, good, neutral and evil. the summoned monsters are considerably stronger than the standard versions.\n\nMummydust - This epic spell no longer summons a mummy but a \"Mechanus Golem\". The Golem is considerably stronger than the standard mummy and creates no alignment problems with using this spell...\nAt level 34+ this spell will summon a more powerful \"Mechanus Adamantium Golem\".\n\nEpic Dragonknight - This spell summons a small Wyrmling for 2 minutes. This Dragon is now meant to be vertically a \"bringer of destruction\" and more importantly powerful enough to make a real difference in the specific battle. After changing the mummydust spell, the overall idea of the Dragon knight spel is now to have a kind of \"poker\" to play when all things seems to be going wrong.....\n\nUndeath's Eternal Foe - +6 ac and double duration\n\nBardsong - Significantly tweaked, more temporal HP, also grants regenerate, way more damageboost and positive damage instead of blunt, better AC bonus. Also observe it now scales per bardlevel+perform, so level 10 songpower requires level 10 bard with level 10 perform. - max level pt is 40.\n\nThese things will be carefully evaluated based on DM sightings and player feedback. The overall intention is to make mage damage supreme while keeping them vulnerable to traveling alone and especially being in melee.....\n",
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"0": "The following is a list of the server rules that applies to Alangara:\n\n\nRoleplaying:\n\nAlangara is a roleplaying server, so please stay in character when being here.\n\nPlease roleplay your alignment: \n\nEvil characters are evil and all evil characters will plot and scheme to get rid of any other character with a higher status than themselves. Evil characters that have formed an alliance will not ally themselves with other evil alliances against other players.\n\nGood characters are good. This mean a good character will be roleplayed as helpful and the player choosing a good alignment should be ready to help others in need...\n\nLawful characters respect order and authority, and should be expected to live up to the agreements they make (at least to the wording of the agreement).\n\nChaotic characters dislikes order and authority (although most of them are clever enough to know that blatant disregard for the law is likely to get them killed).\n\n\nPvP rules:\n\nPlayer vs. Player is allowed on the server following these guidelines:\n\n1. A player must always roleplay the grudge his character holds to other characters.\n2. A player must NEVER attack an \"easy target\" unless that person has seriously insulted his or her character. Even then, he should first try to get an apology rather than merely killing the offender.\n3. Player killing is the ultimate last resort for settling a conflict.\n4. Players may naturally kill a person who is stealing from them if it is detected by his CHARACTER.\n5. Players may kill other characters who have spoken ill of them in public or have in other outright ways insulted them, but keep the other rules in mind.\n6. All killings are counted as having settled that particular issue and may not be repeated over and over again.\n7. A player stealing from another character MUST return ALL ITEMS stolen from that character if he is slain as a result of the steal (unless of course they have already been sold). Furthermore the character who slays the thief is allowed to take one item of choice from the thief.\n\nPlayers killing away with outright rotten excuses and obvious lack of roleplay will instantly have their servervault wiped of all characters. Should this not stop their behavior permanent serverban will be the next step. \"I am evil and wants world dominion\", \"I kill people because I am insane (or evil)\", \"I am trying to build a reputation\", \"I am an assassin practicing\" etc. are NOT valid excuses. Valid reasons are built upon player interaction. This also means an assassin don't get hired by his player friend for 1 gold to kill someone.\n\n\nCommunication:\n\nPlease do not use the shout channel. However, feel free to:\n- Talk to others in tells as you see fit.\n- Talk to others as you please in the party channel, if the entire party agrees.\n- You are free to ask other players in tell if they want to team up and play etc.\n\nThis being said, please try to keep OOC-talk in the tell-channel or at least in the party channel.\n\nThe \"official\" language of ALANGARA is English. However, nothing prevents you from speaking in whatever language you choose, as long as it does not exclude people from the conversation.\n\n\nConclusion:\n\nThese rules are in no way meant to be tyrannical rules. They are meant for creating an atmosphere of medieval fantasy adventure.",
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WE also have US based DMs now which may be found in that time of day....\n",
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"0": "27.01.2006\n\nAll farming related quests / turnins should be working intentionally now and no one should loose apples and cherries randomly anymore.\n\nThe Middlelands trade League is once again open and declared so in the new royal bulletin in The heroes Rest.\n\n23.01.2006\n\nHUGE UPDATE. Read it before your neighbor :)\n\nAll farmrelated quests SHOULD be working now including those in druids shelter, Aron's Wonders etc.\n\nFixed a portal back to The Heroes' Rest from Nothern Hillshire.\n\nA new \"area type\" is now in game, namely areas which do not allow teleports neither out nor inn. This means you cannot flee by teleport and you cannot summon in people as a reborn. Its scripted so the teleport rings and reborn dialog simply should not work in these areas. The OOC crashring still works but please do not abuse this. If we see a \"trend\" where casters crash more often in these areas than others the only choice we have is either to waste our time nagging about it of simply remove the crash ring from game. PLEASE let us keep that ring....\n\nThe areas now being made into \"hardcore areas\" are....\n\nAira Draconis\nLair of Thex Avi\nZangori Otar\nThe passage\nBurning woods\nBurning tower\nAoda Tagani\nIbaraksadur\n\nThis means that the very much used approach to epic Bossmobs where casters ports out and return fresh with spells by the aid of Reborn now is closed on highend mobs. \n\nPlease observe that \"The Passage\" now requires the key from Lendizare. I shall honestly admit I've summoned people there myself in the past especially since no one had saved the key from Lendizare but now it have been about a month or more so people have had ample chance to get themselves a key.... \n\nAfter our reborn meeting the whole GUILDFORGE concept have undergone a change. Let me explain...\n\nFirst and foremost the prizes on the guild forge \"summon certificate rod\" have been overall doubled ( see the statistics on the sign in the royal office ) and all present rods are useless as are the present certificats. Needless to say when a guild wish to acquire a new \"access\" to the forge the price for the old rod is subtracted if they already had that...\n\nSecondly each and every certificate summoned by the rod now costs 500.000 gold pieces. The first is sponsored by the DM selling the rod to the guild.\n\nThe major change in this whole concept is that owners of a certificate now may forge and SELL items freely at their own leisure. This will mean that the overall player economy gets more realistic and interesting and also guilds can now earn back money from selling items.\n\nAnother aspects is that of trust amongst the characters in a guild. Who is to say if the persons trusted with their own certificate is selling items behind the guilds back.... this should be a good Roleplay boost even touching all the players themselves as it will now require some trust in your leaders to help them gather the components for a forge and then hope their think more of themselves than the guild.....\n\nITEM RETURNS!!!\n\nFirst of all the items made in the guild forge were too cheap especially the 2d8 damage items which were actually cheaper than the 1d12 from Aron's.\n\nThe new guild forge is more expensive to use also making sure that it requires quite a lot to forge s super \" 6 times 2d8 extra damage\" weapon. In effect the prizes on the Guildforge have been raised on the ratio 4 to 15 meaning that if both Aron's Wonders and the guild forge can make a given improvement it is FAR cheaper to make those in Aron's oneself...\n\nSo all players must return all items improved in the guild forge to a DM as soon as possible. The DM will then reimburse your losses in tokens on the spot. Now I know that not all remember the exact prize paid but I'm confident that as a player one remembers pretty well. We DMs will trust your claim of tokens returned ( unless you as always claims 2 billions LOL JK )\n\nThe intention of this is VERY CLEARLY and INTENTIONALLY to set the \"normal standards\" of items to those which can be made in Aron's and then have the OPTION of even more powerful items but with hard work to pay for the extensions in the guild forge.\n\nSecondly it means that having worked very hard to get those super items as mortal ( if one have ) becoming a Reborn has yet another issue to consider if it is really worth it compared to staying as a very powerful mortal......\n\nThe entrance to Zangari Otar should now be working.\n\n\n22.01.2006\n\nGreetings all.\n\nAs you perhaps know we have now had a long meeting deciding the rules and layout of the entire reborn concept. In this context I've added two new subjects, under \"official news\" in our website, called Reborn champions and Rules of Reborn.\n\nWhen scrutinizing our XP script for some general considerations about the Reborn I however discovered the \"mystery\" XP abnormality that have been discussed in conjunction with reborn status since the first Reborn were...born. The XP script did not take the intended 50% but a \"mere\" 30 %\n\nThis means that all current REBORNS should loose ( 100 / 70 ) * 20 = 28.57 percent XP.\n\nNow since all current Reborn have gotten some XP from quests but some perhaps also have gained XP in groups they \"should have not been able to be in all current Reborn will be stripped of 25% of their current XP\nover the next few days.\n\nSincerely Tarashon\n\n20.01.2006\n\nNew area - Zangari Otar - in the module. \n\nAll Helmets of Thex A'vi must be turned in for another version. The permanent knockdown immunity was in retrospect balance upsetting and it have been switched to a unique power for 3 minutes instead - inspired by the Boots of Savage. \n\nRemember to save often today. the whether makes the power surges unstable and thus the computer may reset.... \n\n18.01.2006\n\nLord Balder have taken of the gloves and is now engaging in a semiwarfare against the murderers in Castle Balder. The trade guild stands accused of HIGHTREASON and have been seized by the troops of Lord Balder. An sofar unknown elite force of allegiance to Lord Balder, known as The Inquisition, have entered Castle balder and a huge number of war Golems have been dispatched to insure the safety of the citizens.\n\n\"The Order\" have been given mandate to investigate these crimes and the populace encouraged to aid them if possible.\n\n17.01.2006\n\nAdded a new area \"Scene 3 - Civilization\" to The Masquerade.\n\n16.01.2006\n\nWorked over the \"normal\" Garous as apparently they had become very nasty by accident when I fixed the 7 warlords.\n\nI made the Garous move faster and take a bit more damage. On the good side I upped their CR and made their hearts more valuable. Now where many have Thex helm and the heart they have been boosted abit to remain a highly nasty zone....\n\n-------------\n\nYet another bugfixing round on the Burning Tower Level 1..\n\nFixed the door that was open.\nFixed some of the Garous had wrong skins.\nFixed one of the Garous had very low hp.\nFixed their concentration so that they ( properly ) can use their defensive spell and their dicipline so that they might be able to knockdown someone.\nFixed spawnsequence so its only the first which have no \"adds\". Having tried it and witnessed it a few times its crystal clear that those few adds on spawn makes for the challance to a huge degree.\n\nHOPEFULLY it works now and else a giant meteor will crush their feeble tower for annoying me...\n\nNew area (s)\n\nAdded \"The Masquerade\" to Castle Balder. ( City District )\n\nIts a Theater meant for roleplaying theater-groups to be able to hold shows there. Only 2 out of 5 scene complexes are finished but these are fuly usable.\n\nI will be addidng some special features to the Theater I the near future aloowing for even more spectacular performances.\n\nAlso I would like to \"declare\" that people taking the time to RP and create performances here can expect GENEROUS XP rewards. Alot of excellent roleplay is going on these days and this is yet another initiative to boost such things...\n14.01.2006\n\nFixed the OnDeath script for the Green Dragons and the Elder Green Dragons of Nightfall Canyon.\n\nAdded a few more green Dragon encounters to the area\n\nmoved a ibis in Nightfall Grove\n\n\n13.01.2005\n\nBurnig Tower level 1 should hopefully function correctly now, so all drop keys, all are actually summoned and the destroyer is immune to petrification.\n\n\n12.01.2006\n\nThe information about \"The Order\" being involved with a charge on Xymoria was a DM mistake. \"The Order\" is NOT in war with Xymoria nor on bad terms with Castle Balder and its Lord.....\n\nMy apologies for this misunderstanding - Tarashon \n\n\n11.01.2006\n\nNew book, Alangara's Armor, in Castle Balder Library.\n\nLord Ibarasadur have had his \"to hit\" upped since I could see that its possible for players to get so good an AC that with improved invis he had about12% chane of hitting on his forst hit and only a 20 thereafter would give him 50%......\n\nNo bossmob should have problems hitting a player, but since I don't wanna NERF i've just upped his tohit...\n\nXymoria is now at war with the tradeguild and all members of this guild will be attacked on sight inside Xymoria.\n\n\n09.01.2006\n\nMAJOR QUEST CHANGE!\n\nThe Burning Tower quest with the \"heart of abazesh\" have been majorly altered. After trying it yesterday I realized that this was not an epic \"super encounter\" but in fact something that was harvested on daily basis which is backed up by the received number of requests for statchanges and extra HP.\n\nThe whole diea of having quests not giving gear but in fact changing the very stats and power level of the character itself is that these quests must be insainly hard, EVEN considering a number of people being there already having had that boost....\n\nGetting the heart is now, unles I'm mistaken.., the singlemost challenging exploration on the server. On the bright side each bossgarou now gives an increasing number of gold so that if a group can manage f.x. the first 5 they can still earn a good deal of money from that...\n\nAlso to encrease the motivatin to take this harsh challenge i've added XP boost from gettig it.\n\nMortal characters = 20.000 XP\n\nReborn charracters = 10.000 XP\n\nCharacters already having the heart will not get these XP since it was too \"easy\" for such a great boon as it gives... ( yes I'm aware its not as easy as 3 Goblins but its too easy for my taste for such a character powering quest )\n\nIts my intention that quests such as this is a real and impendant danger of wiping out the entire group. this way only those who have good friends willing to help them OR those bound togerher by desire of power ( sort of epitome of good and evil motivations ) dare risk the challenge and the potential loss, to ultimately become much stronger than average mortals or \"average Reborn\" ( I know there is no such thing but..... ). This does indeed mean that perhaps not all characters will gain this quest at least not anytime soon, but i've decided that it shouldbe like this so no point in bugging me about it as it will remain this way. Also I'm already counting on that in order to get this quest people will have to use healing elexirs and deamonette heart, damageshield potions, combatboosts potions etc etc. This is ( supposed to be ) a \"bring it all or die miserably\" challenge.\n\nSincerely Tarashon\n\n\n05.01.2006\n\nAnti crash delay have been placed in the converstion in Aron's Wonders regarding the Forge Tokens.\n\nAll crops have been altered to \"gems\", meaning they now stack in 10 units. Perhaps this will mean less items per player inventory and thus also less lag although I'm not sure, but worth a try.\n\n\n03.01.2006\n\nAdded some more player projects to the world...\n\nRulag's Inn is now in the game in Castle Balder where the old Lex Sacer Est guildhouse was. ( LSE is gone so removing their guildhouse also... )\n\nThis new inn features a special interesting option where players can rent a key to a room from Rulag and ge themselves a prive Inn Room including a small databsechest. Interesting concept Rulag ;)\n\nFixed Shield of lendixare - the DM transfer version, so its the same stats as the one gotten from Lendi himself.\n\nBoth Lair of Thex Avi and Burnig Tower are now harder. Those SUPER items / rewards are \"massfarmed once per reset almost and thats oki but I want a realistic chance that even a super epic party will bite the dust. Its insainly hard rewards and the challenge levels should be acordingly so that getting these items literally makes the winner go \"YA!!!\" and the intre group \"phew. we made it\"\n\n\n\n28.12.2005\n\nImproved following spells...\n\nMissile storm, Greater missile storm, destruction. firestorm, fireball and delayed fireball.\n\n( Makes sense considering the amount of energy damage melees can have on weapons by now... )\n\n26.12.2005\n\nA new Bazaar Times is available with rumors of the land - Once again remember that good rumors, stories etc can be emailed to me at kflj@hotmail.com and please use the subject ALANGARA RUMORS.\n\nMagic missile have had its cap set back to level 20 thus with a max of 140 in damage instead of 210.\n\nThe potion of power and the potion of favor have had their level set up abit to make them abit better.\n\nThe Xymorian defences have been bettered and the Wyrmlings of xymoria have been undergoing intensive combat training to stop the continuesly ongoing raids in Xymoria from the forces of evil.\n\nHOPEFULLY fixed Torki's rest so that the dropped keys work now.\n\nUpgraded to summoned furious Wyrmling some more\n\nUpgraded the Magma Servant quite abit. It requires some work each time its in use so it should be worth the cost... My best guess is that a mage can actually hide behind this little fella now unless fighting single in obvious group areas for that level char...\n\n25.12.2005\n\nA few changes to make life ahrder on those epic raids...\n\nCrit immunity duration from the \"Boots of the Savage\" have been cut into 1/3.\n\nBoth Aira Draconis and Thex A'vi have been boosted. Having been on several raids myself i've have personally seen how the trip to the bossmobs is far harder than beating them themselves. Thats not how its supposed to be and a bossmob on highest epic levels should always be a terrifying foe....\n\nIm not sure how strong they are now but one of the main differences is that Thex avi have a far better attack now meaning that any and all class/character should feel the hurt when she lays down the smack on you.\n\nAira Draconis is a tad stronger but also quite harder to actually kill....\n\n22.12.2005\n\nHi all :)\n\nFirst of all sorry about the delays in all the private custom areas being on hold to enter the module this last week but i've been too busy to do anything about it, and I don't expect any clearing until after newyear....\n\nHaving realized the \"spoiler\" potential in scrollmaking and the economy of alangara as such I'm in a great dilemma.\n\nOn the one side I like the idea that people can make scrolls and trade with them. Its good for RP and interaction.\n\nOn the bad side several factors upset me.\n\n1. People can have alt chars manufacturing scrolls to boost their real ones. This destroys worldballance and besides that its about as bad rp/big PP as it comes....\n\n2. considering the fact the greater ressurection scrolls can be used by all we now have a situation where figthters can have endless heals. Once again anything but RP and pure powerplay.\n\n3. UEF and other keyspells which are the backbone difference of various casterclass are now ( endlessly? ) available for thieves/bards which once again destroys worldballance...\n\nNow the easiest solution is obvisously to remove the blank scrolls but for now I will try to simply say that UEF and Greater Ressurrection scroll are now \"illegal\" items. If people have similar isues with spells of their respective class which they think should not be available to anyone else in any ways let me know. Lets see if this can stop the \"one thief who cast all spells in the game\" trend....\n\nBesides that MERRY CRISTMAS all :)\n\n12.12.2005\n\nAdded the guildhouse for the \"Middlelands Trading League\".\n\nHopefully fixed the \"key problems\" in Torki's Rest.\n\n\n11.12.2005\n\nHeavely modified the creatures in Torki's Crypt - WEAKER. Unfortunately I have been a little too nasty when creating them. lets see how this new version turns out.....\n\nAdded a new leatherarmor for barbarians and rangers in Tolmar. Since barbs should not sue paltemail it made sense creating thema a specific Tolmar leatherarmor and by allowing this to rangers also it gives the ranger the option of a more \"sturdy\" aproach by chosing this armor over the other ranger one....\n\n09.12.2005\n\nAdded throwing axes of the various sorts to Aron's wonders.\n\nAdded \"Gloves of the Dwarven Halls\" to the merchant in the Dwarven Halls, primarely to balance things for the Monks...\n\n08.12.2005\n\nAdded new highlevel crypt - Torki's Rest\n\n06.12.2005\n\nNOW *cough cough* the Royal Forge should work, so that items may be enchanted up to 2d8 in damage, amongst other things...\n\nMade some changes to the chests in the Cyclops fortress. After all it makes little sense that such powerful beings have the same as in a random chest in a level 5+ area....\n\n04.12.2005\n\nAdded to the number of spawn in the Thex Avi cave, so that it should no longer be easier inside the cave than in hellpines....\n\nFixed Fiex Tezzta so that he can no longer be held or stoned.\n\n03.12.2005\n\nAltered the Guardia Derkel, to drop \"only\" 5000 gold and the bag to make it \"less desireable\" for highlevels to \"snatch\".\n\nAltered the various potions in the \"ancient chests\". Some have been replaced with others as they only worked for some classes whereas most otners and the new are now scripted to enhance the caster level.\n\nMade a new custum version of the \"Brazier of Fire\" to have it summons an elemental a little more potent than the \"magnificent\" 4 HD fireelemental.\n\n02.12.2005\n\nHopefully the forge, and especially the Guildforge works now so that people may chose 2dX in damage add and also they now let you know how many tokens you need if you don't have enough.\n\nUpgraded the seven warlords a tad as the war party trying them especially could almost not feel any diffenrence betweent he first ones and the stndard Garous.\n\nUpgraded Aira draconis herself a bit as she have been even easier than lendizare to kill and almost never dished out any damage at all :(\n\n( hopefully she can so something now )\n\nUpgraded \"Guardia Derkel\" in Derkel's Crypt some.\n\n01.12.2005\n\nAdded new custom potions and new items.\n\nAdded 3 new areas........\n\nCastle balder - Ruined path.\n\nCastle Balder - Graveyard.\n\nCrypt of Derkel.\n\nThe crypt is a new area for players around level 10 to 20 depending on party size. Noone to pick lock...no crypt ;)\n\n\n29.11.2005\n\nMummydust spell have been altered. At level 34+ the caster will now summon a \"mechanus Adamantium Golem\". This version is slightly stronger but considerably more dureable.\n\nDragonknightspell have been altered again to have meaning with this new alteration to mummydust. Dragonknight now summon a fully battleready Wyrmling CONSIDERABLY boosted for a duration of 2 minutes. The intention is that this new summon is a \"lifesavior\" capable of not only withstanding but also dishing out admireably amounts of damage.\n\nWith these new versions I feel that both spells have their specific use and that the overall complaint about the lack of usefullness for summons at higher levels have been adressed while still considering the melee classes...\n\nThe royal forge ( guild forge ) should now work in such a way that damages 2d4, 2d6 and 2d8 should work. Further more Seeker have scriptet into the forges that you now get told how many tolens it costs to do something when you do not have enough tokens.\n\n----------------------------\n\nAdded a new area to Castle Balder, namely the Guild District. The idea is obviously to offer estates for guilds in this area but other things will be added to the areas and its new ajactant zones in time also...\n\n\n27.11.2005\n\nHUGE CASTER UPGRADE!\n\nAll undead types of summons have been rebuild and improved considerably , taking into account their level.\n\nFuries red Wyrmling ( epic dragonknight spell ) have had its duration altered from 8 to 15 minutes ( Real Time ). Maybe this will mean it is usable since it have been not used at all since its nerfing rounds....\n\nResting time have been altered. Before you would have to wait \"level * 1.5\" RL minutes topping at 39 minutes.\n\nNow you must wait \"level * 1\" minutes topping at 30 minutes.\n\nLets see how this affect the world of casters... ;)\n\n---------------------\n\nAdded \"Dwarven Halls\" portal to the Aidbringers headquarters and will now mercilessly hunt down Furin for the payment. Beware master Dwarf!!! ( *chuckles* )\n\n\n19.11.2005\n\n\nChanged Tolmar arrows abit for the better.\n\nChanged Ifir Andu Arrows abit for the better.\n\nNew light crossbows, heavy crossbows and slings are now available in both Tolmar and Ifir Andu.\n\nMade new bolts and bullets for Tolmar weapons.\n\nMade new bolts and bullets for Ifir Andu weapons.\n\nAron's Wonders now have bullets and bolts as well as arrows.\n\n\n18.11.2005\n\nChanged \"Nightfall Seers\" due to player feedback. They no longer casts Isacs greater missiles and Wail of the Banshee.\n\nChanged \"Fort Nightfall\", so it is now a no-rest area.\n\nAdded \"Nightfall Grove\" to the module.\n\n17.11.2005\n\nAdded the area \"Nightfall Canyon\".\n\nUpdated Fort Nightfall some. Especially the encounters were too easy to their CR compared to other monsters. They are tougher now....\n\n16.11.2005\n\nFixed the entrance to \"Druidic Haven.\"\n\nDid a few changes in \"Fort Nightfall\"\n\n15.11.2005\n\nAdded new area \"Fort Nightfall\" to the module....\n\nAdded \"barbarian armor\" and \"barbarian heavy armor\" to Tejst's smithie in the Balder Plaza District. This was a playermade adition to the armors available slightly moderated by myself...\n\n14.11.2005\n\nEmergency fixed a destroyed cave entrance to the ravagerbeetles in the Frontier. Sorry for the acompanying delay on the server restart...\n\nAdded the player-area \"Druidic Haven\".\n\n-----------------------------------------\n\nA new bug have seen the light of day, where the farming tolls apparently does not work. All farming supliy shops in the farming areas have had their shovels and buckets removed and replaced with the original value items, and hopefully it should all be working again now....\n\n11.11.2005\n\nAdded a custom playerhome.\n\nA new Bazaartimes is on the streets.\n\nConsiderably lowered the time inside the trapdoors in the Hulkcave.\n\nConsiderably lowered the time between spawns in the Whispering Grove quest.\n\n-----------------------------\n\nDid some minor remodelling of the landscapes in \"The Frontier\" and \"Ilutharn Forest\", including adding skyes to them. Also removed the stationary Giants in Ilutharn forest and changed them to respawnable encounters.\n\nIcefang is now respawnable...\n\n10.11.2005\n\nMade some spellchanges, all upgrades.....\n\nMagic missiles caps at level... 30....now ( its a good singletarget spell now even at epic levels.... )\n\nFirebrand caps at level 30 now.\n\nCall lightning caps at level 30 now.\n\nFirestorm caps at level 40 now.\n\nLets see how these changes works out......\n\n-------------------\n\nFixed the Talos Garous ( I must have been making some strange alterations to them while thingking they were other monsters or something ). They no longer breath fire and their speed is up to date again - darn fast....\n\nUpgraded the chance of spawning a mysterious Hero of Talos.\n\n\n09.11.2005\n\nAs Talos began to rise to power once again, another deity watched him from the depths of the underdark. Her presence was indeed not as powerful in the Inner Realms as that of Talos but she had been here long and she knew that in the upcoming battle between light and darkness she would need to rise to supremacy if she was not to be cast out from these Realms. A sly smile appeared on here visciously beatyfull face and a whisper echoed from the fangs of her mouth.\n\n\" Arise from your slumber daughter of spiders and death. Arise Thex A'vi\" \n\nA slow and tired whisper was heard from a nearby cave entrance, while two gigantous spiders appeared in the opening. \" I hear you Mother\".....\n\nAdded \"Hellspawn Refuge\".\n\nAdded \"Lair of Thex A'vi\"\n\n---------------------------------------------\n\nAdded a couple of different magical instruments at Linda's. Only usable by bards obviously\n\nReduced the prices for monster summonings at Arongoth's to 1/5 of the original prize; i.e. an illusionary Champion cost 20 gold now and an illusionary Spawn costs 100 gold....\n\nHopefully this make the use of his services somewhat more atractive in those times where there arent enough people around to form a huge hunting party.\n\n08.11.2005\n\nNew book \" The seven warlords of thunder\" in library.\n\nNew area \"Burning Tower level 1\", fully usable and with operational \"quest\" in game.\n\nLooked at Xymoria guards in Castle Balder - Harbor District, to stop them killing evil chars ( unless they have already soiled their Xymoria faction ).\n\n----------------------------\n\nAdded the first coupe of volumens from \" Dozans - LEXICON OF FLORA AND FAUNA\", to the Balder Library. These books share remarkable insight in the lands and denizents of the Inner Realms and I am sure we will hear more of the volumes from one of the great Hierophants of the Inner Realms....\n\n07.11.2005\n\nFinally fixed Kitty's home up with teleports and datachest ;)\n\nRelocated Raini & Iori's tower and switched to playerbuilded mansion.\n\nFinally got to design a new type farming area from scratch. Added \"North Hillshire\" with new farms for the masses and direct teleport from the Heroes' Rest.\n\n23.10.2005\n\nThe exit from Valley of Thunder to Deep Talkash should be working now.\n\nA new area \"Tomb of Nish'bara\" have been added. All hail Talos as his followers flay bare the bones of the wicked would-be-heroes!!!\n\n\n18.10.2005\n\nAfter a gametest of the Burning Woods, the \"Talos Garou\" have had an upgrade. They now hit somewhat harder but above all they have a good deal more HP. This was done since I realized that while being a tougher ranking than the Darkmist Knights they were considerably easier to kill...\n\n(Garous gives XP to level 40 chars... )\n\nUpgradet Fiex Tizz'ta quite a bit.\n\nThis monster is a test implementation of special rare occuring \"local heroes\" amongst the monster population of the Inner Realms and while these are far stronger than their normal brethren they are not as strong as the specifik bossmobs. These too have some nice special loot.... ;)\n\n17.10.2005\n\nAdded areas :\n\n\"The Passage\"\n\n\"Burning Woods\"\n\n\"And in the time to follow the Great War little was heard from the Lord of Storms. And so the residents of the Inner Realms felt secure that his powers were diminished. Wrong they were and soon they would know it, for all that they the inhabitants of the Inner Realms had witnessed....\"\n\nWas the silence before the Storm!\n\n16.10.2005\n\nValley of Thunder have had a rewamp. The area have been divided into two areas to combat lag issues. Further more its overall look have been somewhat changed especially the deeper parts in order to create a coeherent atmosphere of the Talos Continent - The torn lands ( yes new areas for it is starting to spring up in my head *evil laughter* )\n\nA new Hero of darkness have been born and although his presence is neither guranteed nor verified, his carnage is....\n\n13.10.2005\n\nFixed urhurs house.\n\nAdded \"Kittys games & Chances\" - a brand new ( playermade ) casino in the Castle Balder city district. ( Great work Bose )\n\n12.10.2005\n\nAdded the \"Secret Bazaar\" to the module and moved a certain locations to have its entrance there now.....\n\nTraps are now buyable I the module in the Bazaar.\n\nAdded a new \"newspaper\" to the module. the first edition is just something I amde up but the intention is that you players come up with news to be added to a new edition aproximately once a month in real life. More details can be found at the paper stand in the Bazaar.\n\n08.10.2005\n\nSeeker upgradet ( and now working ) forge is done and thus the guild forge should be functional.\n\nREBORN item is in game.\n\nThe work on \"Seekers\" plane continues.....\n\n03.10.2005\n\nAdded \"Valley of Darkness\" portal to the Aidbringer guild.\n\n01.10.2005\n\nAdded \"Ravish's Intimate Emote System\" to the module. If I actually got it to work it should add some nice flavour to the more \"adult\" RP inviroment. Emotes involving two characters can only take place if both parties have activated the \"touching on\" feature in NWN. This is done under Options - general - Emote - Touching ON...\n\nTo get an \"intimate Emote Crystal\" merely talk to the ALANGARA servant here in the zone. besides the emotewand he also gives an intimate emote crystal now....\n\nA sidenote....\n\nDuring the next time there will likely be preciously few updates. This is NOT because the world is not growing but merely beourse we are now working on implementing Seekers great RP plane. This means that the things we are working on are not announced nor accessable to player until the plane or at least a certain portion of it is ready and playtested by the staff....\n\nTarashon\n\n27.09.2005\n\nAltered the Aidbringer headquarter abit to allow for more movement for standard members.\n\nAdded Mischa the Soulseer. Little park is now visited by a Roma'n Seeress who can tell peoples future or rather name all quests people have not taken already...\n\n26.09.2005\n\nFinally remembered to fix the \"druid quest\" so that only cleric and druids gets the druidstaff in reward.\n\nBeen working on our upcoming \"oracle\" add, where all players may learn which quests are available. This should go online in a day or 2. Please observe that after realizing that it is barely possible to take the many quests level restricted to \"below level 20\" before one is actaully higher level, this levellimit will be altered to level 25, including the 25th level.\n\n25.09.2005\n\nFixed a cabinet in Snagletooths home.\n\nFixed a doorkey in Dracu's apearals to the Cellar.\n\nChanged barkskin so it now need level 14 instead og level 12 to give plus 4 ac but on level 26+ it now gives an ac bonus of 8\n\n23.09.2005\n\nRemoved Dispell cone from darkmist creeps and added some \"hand spells\" instead.\n\n-----------------------------\n\nMade some changes to the \"guild forge\" to make it more interesting to other classes besides casters, and in term stop the ever growing number of possible level 9 spells from casters. Learn more at the royal office. Observe prizes have been put to normal now, compared to the normal forge.\n\nRemoved som unused farms so new farms should again be available to needing players....\n\n22.09.2005\n\nAdded \"Arcane Archer armor in Tomar\".\n\nAdded new area \"The Royal Forge\", in castleyard district.\n\nAdded new area \"The Royal Office\" inside castle balder.\n\nWith these 2 new areas guildforges are now effectively in game, although I sincerely doubt access will be purchased by anyone anytime soon , hehe ;)\n\nENJOY!\n\n21.09.2005\n\nAdded the \"Royal Badger Race\" to the module. Stationed north of the Castleyard players may now wager against each other or the NPC in badger races....\n\n18.09.2005\n\nFixed an NPC dialog in the Castle.\n\nAdded a book to the Library\n\n----------------------------------\n\nAdded some NPCs and guards inside castle balder to \"bring it to life\".\n\nMade the \"Throne Room\" in Castle Balder for DM event use.\n\n17.09.2005\n\nAdded Balder's Castle to the module. Please observe that this area is really not finished yet as it lacks NPCs and some special offices I'm still considering. The reason why I have chosen for to actually add it already is that maybe the setting or its mere existence could inspire some of you players to some interesting stuff that could be added to create atmoshere at the castle......\n\nAllready I'm considering various nobles and merchants \"gossiping\" about castle balder and its resisdents but maybe you yourself get a good idea ;)\n\n\n15.09.2005\n\nRemoved drops from Corman's Constructs Golems and lowerd their CR as to not make them interesting as group XP farming targets....\n\n( they are they to test before buying them and RP events such as tournaments etc )\n\n---------------------------------------\n\nFixed area trasition between \"provisionare\" and \"castleyard\".\n\nHopefully fixed \"emergency lever\" which is supposed to kill summoned Golems in Corman's Constructs.\n\nHopefully fixed the death bug locally know as \"The living dead\".\n\nAdded special guildportal \"High Forest\" to the Aidbringers headquater.\n\n\n\n\n14.09.2005\n\nAdded \"Castle Balder - Castleyard\" next to the provisionare area. No NPCs there yet except the Royal Guard knights.\n\n12.09.2005\n\nA new \"Export Character Widget\" devidce have been designed by Seeker, and allows people to save their characters ingame. If you haven't already seen it it is in the sign just in front of the \"entrance boat\" here in the OOC area. pressing the sign will give you such a widget....\n\nTolmar Chainarmor, for bards, have gotten an upgrade so you have no chance of spellfailure from using it....\n\nCorman's Constructs are in game and is a testhall for the new guildgolems. Prices can be learned there and should anyone want to test out the guards \"knock yourself out\". I imagine some fun ingame tournaments could be arranged there also, whether PvP, or PvE, i.e. battling a group of those nasty guards.....\n\n\n07.09.2005\n\nIshador - the flying isle - have been been expanded with the playerguild \"The Arcane Order\".\n\n06.09.2005\n\nFixed the mismatch between anounced level of entrance to to forge in Aron's Wonders and the actual level used in the portal. You now only need level 12 as stated.....\n\n05.09.2005\n\nAppletablet turnin have been changed so that you give \"4 times 5\" and a small break between each giving. This has been done to make sure that the dialog/script does not provoke servercrashes...\n\nAidbringers Headquaters are in game now.\n\n\n04.09.2005\n\nAdded normal leathergloves to Signes Acessories per player request.\n\nFixed the exit from Valley of Storms to function again.\n\nFixed Blue Wyrmlings so that their damage resistances is not only versus +3 weapson ( a clear mistake which i've made a lot in the beginning... ) and also removed their 4 aura of fears SIGH...\n\n-----------------------\n\nBeing sick and tired of loosing groupmembers due to lack i've tried to make a summongroup ring. The ring will cost 2 million gold and have endless uses. This ring is NOT to be confused with the Reborn power to actually summon a single being of choice 3 times a day...\n\nThe ring must ONLY be used to bring back members lost due to drash and thus NOT to invite someone into party and then summoning them....\n\nAlso people caught in loggin out when out of spells and then being resummoned will be subjects to a severely angry DM, namely myself.\n\nThis is a total act of trust so PLEASE don't abuse it....\n\nPS. lets hope it actually works LOL ;)\n\nSincerely Tarashon\n\n02.09.2005\n\nChanged my overall computer setting back in some ways, since we seem to have had unusual many crashes after their change...\n\nFixed Arongoth's Challenge so Illusionary Champions also should spawn now.\n\nChanged / added level requirements for following zones.\n\nThe Barren - level 25\n\nValley of Storms - level 21\n\nFlamedeep - level 16\n\nDreadspider forest - level 18\n\nAltered the XP reaction to monsters higher level than yourself. before you we penalized when they were 2 levels higher and no XP from 4 levels higher. Now you are penalized at 1 level higher and no Xp when 2 levels higher.\n\nPlease observe that someone playing \"normally\" will never ever notice this. this is pure noticeable for someone having found specific unintended weaknesses in monsters OR players being \"dragged along\" in areas they would die instantly in if they actually fought the monsters themselves...\n\nAdded all the portals only buyable by guilds. see more under official news on the homepage.\n\nChanged the \"Gods of ALANGARA\" sign here in the OOC area to mention all those gods described in the encyclopedias in the library.\n\n01.09.2005\n\nFixed a lot of doors in Eronos new mansion.\n\nRevamped \"Hillshire\" a tiny wee bit.\n\n\"Master Arongoth's Challange\" have opened.\n\nTo better the options for singleplaying or perhaps being only two a brand new option have been introduced in ALANGARA. For one \"Turakurian Cherry\" and between 100 and 500 gold pieces, you may now summon various specific Illusionary versions of different monsters. These monsters are SLIGHTLY lower XP than their \"true versions\" and have no drops. However I'm hoping that the ability to actually fight them one on one will be a great help for many people. Well lets see how it works....\n\nCorrected this signs message about Dwarven Defenders. Dwarven Defenders may not take any ENERGY resistance and obviously if one have taken any such feats one may in term not become a Dwarven Defender. ( the old text said damage resistance feats ) Sorry for the mistake...\n\nSincerely Tarashon\n\n31.08.2005\n\nAdded Eronos private house, and made thenessescary things for the forgotten order to have a functional guilshouse.\n\nAdded the hamlet of Hillshire. What is is exactly this strange master Arongoth is up to building this tower? ( to be continued real soon ).\n\n30.08.2005\n\nDid a lot of fixes in various areas.\n\nFollowing shops have had their prices raised considerably as they were very abuseable in temr of buying stuff and selling it elsewhere much more expensive..\n\nSilverdragon Sales, Darkmoor weaponsmith, thief guild shops.\n\nRemoved Greater Restoration from sale as it is no good everboddy can cast \"improved healspells\"\n\nDoubled prices on lesser and normal mindblank.\n\naltered following things...\n\nMortex ring now \"only\" have 25% pierce immunity, not 75%. This was an immunity not corresponding very well with the overall intention of letting people get totalt imunities... mortex rings must be traded with a new...\n\nMortex Boneplate was upgrated in such as way that its damage reduction is +10 not +1. all mobs have +1 and above so in effect its was useless BEFORE.\n\nUpgraded Draca Moratex some as to reflect a \"bossmonster\" instead of a hellbringer... This also means the new and improved mortex plate must be gotten from him.... ( No he is NOT like lendi or ibarasadur )\n\nChanged name and description on \"salmirars bow\" to \"Salmirar's Wrath\" with corresponding english description.\n\nIce arrows have been dramatically cut down in levels as they were apparently extremely usable against certain midlevel firemobs - Free XP arrows.....\n\n\n28.08.2005\n\nA few changes have been made in order to stop \"Power Builds\" and promote the server balance between classes. ( don't start screaming those it even affect almost wont notice at all )\n\nDwarven Defenders may not take any energy resistance feats. Characters who have any such feats may in term not become Dwarven Defenders. If anyone is struggling with these rules please contacts a DM and we will remove the feats and replace them with others at your likeing...\n\nThis step is based upon playerfeddback for usable and fair ballancing and truth be told this hardly makes the Dwarven Defender weak - it does however make them \"not untouchable\", as all classes/combinations must be in the Inner Realms.\n\nAron's Forge no longer imbue any Feats. This again is done to stop powerbuilds. It should be noted that existing items with feats will not be taken. However these items may not be passed on to anyone including personal alts. This way all those items will disapear as people gradually becomes reborn....\n\nThe 1 area per player/guild limit I wrote in \"disilusion\" on the website is hereby killed before it ever saw the light of day. Building prices however have changes in one significally way. When designing the option for custom building homes and guilds I had honestly never imagined people would want more than one \"area\". As such the pricing for the first building/area is still the same but the initial \"discount\" on secondary areas have been totally reversed. The main idea is to NOT set a limit, since if someone dream of creating a small town with a shop, inn and housing etc I think it indeed SHOULD be possible. However the price is going to be very harsh. The second area in a building now cost 1 million. the third area costs 2 millions, forth area 3 millions etc etc. If the house is area one the the beforementioned inn would then be area 2 etc etc.\n\nThe \"upside\" of this new aproach however is that if someone enters an area with a great castle it really demnstrates wealth and thus likely power in the person/guild owning it.....\n\nVery soon an \"oracle\" will appear in where people will be able to learn which quests they have not already taken. In addition to this a huge line of quests will be made \"max level 20\" meaning that particular NPCs will simply tell you there are indeed looking for help but that such as yourself are too powerful and famous to be bothered with such petty details... ( you can no longet take the quests...)\n\nThis is done for 2 main reasons.\n\n1. many people reach level 20+ without having seen much more of the Inner Realms than castle balder and a few select zones very suitable for XP/loot.\n\n2. quite a few people deliberatly wait with the quests to get all those wonderful quest XP as \"free bonuses\" in those last tough epiclevels. \n\nNeither really promotes RP, and while we will maintain a no RP force on the server I however believe that \"forcing people\" to investigate the continents of the Inner Realms not only makes for a more interesting gameplay for the players but in term also helps avoid a common problem where friendly highlevels ( including myself lol ) help lowlevels level up fast in those beforementioned areas, only to the effect that at level 20 or 25 they are now so poorly equipped compared ot their level that they are/feel utterly useless against the monsters they now face....\n\nIt should be noted that quests really are helpfull and worth their time and also that taking a quest on apropriate levels not only mean you get some nice XP from actually fighting your way through the encounters but that the rewards in themselves are usually very good ;)\n\nQuest that will soon be restricted to pre level 20 charcters are...\n\n5 * fishing quest\n2 quests for Kar'iana\n2 quests in the normal sewers.\n2 quests in the abandoned sewers\n2 quests in the ancient city\nRichaels quest in the Smirkag caves\nicefangs cloak\nthe book of winter ( elisar hin higdraco )\nnoble brain ( 1. Sheidun monk quest )\n\nSo now you folks know what to get done before its too late ;)\n\nFinally...\n \nSorry for making ALANGARA \"hanging in the void\" these last few days, but we builders tend to have some sort of weird dream of what the given world should be like and sometimes - especially if you been working real hard to achieve that goal - realizing you can never \"go all the way\", so to speak, can just be really really upsetting... Well compromises have been made, good advice been taken and now we can move on and I will dream sweet of the next insane creation ( yes my monsters are indeed allowed to be powerbuilds hehe ) who will tear the flesh of the unwary selfproclaimed heroes to cross its path.\n\nSincerely Tarashon\n\n24.08.2005\n\nAddet an entire Encyclopaedia on Deities with 8 volumes, designed by Anastacia, to Castle Balder library.\n\nThe fantastic, nay AMAZING one and only Seeker have manufactured a crafting tool of great use. Players, owning and roleplaying to be owners of..., a shop may buy this tool for 1 milion GP. The tool allows them to edit the look of all armors, helmets and weapons, bye use of the \"craft armor\" and \"Craft weapon\" skills, but to a much much lower price. The use of the skills are still based on the characters skilllevel but it allows player merchants to customice all those gear for a very reasonable price and thus sell their servises to others. The prize taken from those player merchants are strictly their own business but it is possible for anyone with the money and will to establish a shop and roleplay it also to compete on prices....\n\nTHANK YOU SEEKER ;)\n\nApparently I must have made some changes to the 3 gate types ( possible using a differetn version of balor as I have 2 on the comp) so ajusted those abit as even a nonebuffed version was tearing ilutharn apart singlehandely.\n\nUpgraded HP abit on the Golem and the Dragon and added some damage resistance to the Golem ( it died fast and horribly in ilutharn ) - it should be notet that none of these summons now have crit immune as to balance them to the warriors whereas they all have some damage immunity... Also I removed the permanent haste effect from the apparently new gatemonsters ( they are all copies of the same to make sure the differences are small and RP minded - not powerminded )\n\nPLEASE check out our forum and the post called \"Player feedback needet\", under official news, and reply your opinion. its really imporatant to us the staff.\n\n23.08.2005\n\nThe Gatespell should be working properly now. besides this fix it no longer requires a protection from evil as the balor is seen as a true ally to the cause of the evil players and thus serves them willingly. this is also the case for the two other types...\n\nAdded descriptions of level requirement for following items.\n\nShield of Lendizare - level 25\n\nTalisman of Power - level 27\n\nBelt of the Dragon - level 30\n\nThese levels are not coded but I'm asuming people will follow the rule regardless. On a note these level restrictions have been put there since these items are very powerful and in general people under the mentioned levels are pretty much unable to get them had it not been for the help of much higher level characters.....\n\n22.08.2005\n\nGatespell have been altered to reflect the 3 alignnments, evil-neutral-good.\n\nThe Balor blade have been improved with enchantment and extra damage but vorpal have been removed.\n\nMummydust epicspell now summons a mechanus Golem. This is to make it usable by all alignments with no RP conflicts...\n\nNightfall Cliffs have entered the module....\n\n20.08.2005\n\nRemoved some annoying NPCs from the Lex Sacer Est guild, and added a board for them also.\n\nFixed Lendizare the stormkeeper who for mysterious reason suddenly only had one attack in the version that was placed.\n\n19.08.2005\n\nAdded a new farming area, the \"Near Hillshire\", west of Western Farmlands. A new portal have been constructed for this area insside the heroes rest. Also the new area have gotten \"Royal Provisionare\" trading apples to Tablets. So...\n\nGet your (one only) farm before your neighbour ;)\n\n14.08.2005\n\nChanged Tobias' dailog abit so it is now clear that one may not wear the skeletonrings when turning them in.\n\nHopefully fixed the \"Lex Sacer Est\" summonring- and summonkey staffs.\n\nAdded a specialstore in Darkmoor, equivalent to silverdragon sales in Xymoria, but obviously for evil characters...\n\n\n13.08.2005\n\n\"Talos Herders\" have had altered their summons again as unfortunately the dragons were too hard. They now summon mummies... On a bright note the \"battle-lag\" in valley of storms should eledgely have improved from removing the balors...\n\nDarkmoor have gotten its Inn back - the Furious Fiend. Furthermore all its inhabitants including the inn merchant is now on DARKMOOR faction meaning you don't have problems from killing others down there...\n\nDarkmist hills have been altered due to playerwish/feedback, in such a manner that it spawns less monsters at the time now. Also some of the spawns have been moved futher away from the trigger to improve chance of tactical \"lure's\" etc..\n\n\"Pulindar\" have joined the DM staff....\n\n12.08.2005\n\nDid some changes as per player request and DM discussion...\n\nOverall XP penalty cap have been lowered for characters level 36-40\n\nHopefully this will mean that it is indeed more attractive to hunt epic enemise than farm and hunt rats and fungies...\n\nThis also means a character must have level 40 + 40.000 XP to get to become reborn - exception to this is Erono as he have already waited at level 40....\n\nTo combat crashing in the \"valley of storms\" herders no longer summons balors. Since they are \"arch wizards\" I also ajusted their spell abit to not have a utterly \"stupid\" spell list...\n\nThe NPC \"marten\" in the \"roaring Dragon inn\" now gives his quest to everyboddy, not just sorcerers and wizards as earlier\n\nFollowing BOLTSPELLS ( used by monsters only ) have had duration capped to 5 rounds to make them less lethal..\n\n- stun, daze, paralyze and knockdown.\n\n10.08.2005\n\nChanged \"Lex Sacer Est\" headquaerters to their new model...\n\nHopefully fixed both the summonkey and Summonring rods for Lex Sacer Est.\n\nAdded citymap to Darkmoor\n\n\n08.08.2005\n\nAll Dwarven halls weapons now have ligtning damage, not fire. Furthermore keen have been removed on those weapon where it does not affect them, thus lowering the price acordingly...\n\nPeople may contact their DMs to have these weapon changed to a new version.\n\nChanged lightsettings in Dwarven halls somewhat to get a better visual experince there ( hopefully )\n\nFixed Raini & ioris gate in xymoria and removed the close on lock from it ( as its not locked normally )\n\nAdded shortsword to Tolmar enchantments.\n\nDespite my replies in the forums ( for those who actually read them *chuckles* ) I have added healscrolls to \"magic & Mysteries\" - I reckoned with the harsness of the highlevel areas even clerics could be forces to use them and then those darn rogues can get them too. Removed UEF and a few other clerical buffspells from the store as such scrolls would never be sold and those truly are \"cleric domain\"...\n\nFixed \"port whiteshield\" guards to now have flameweapon after an observant player comment ( what fool would use coldweapons in an area infested with Winter Wolves... )\n\n07.08.2005\n\nCRAFTING NEWS!!!\n\nHaving just realized that CEP needs a special craft_inc erf file to be imported into the module to be able to craft CEP models this has now been done. What is to be explained now is rather important....\n\nSince my intention was to make it free or at least cheap to modify armor and weapon looks I have set the price to 1%. I am however not sure if this will then also apply to f.x. magically enhancing thigs etc via the nwn tradeskill option. Since these powers have not been used sofar, and as such are not as for now an incorporated part of the module THIS IS FORBIDDEN to do for now. ( as its not cool if wizards can create magical items for 1% of the actual cost )\n\nLets see if this works or I need to ajust some settings - in the altter case I will be asking Seeker as he knows more of this than myself....\n\nHopefully fixed the Lex Sacer Est door for REAL this time. Also added a chest with their badges to be used by their triumvirate...\n\nThe random potion chests found widely all over Inner Realms should now be working as intended again....\n\n10 stacks of potions may yet again be bought in a certain guild....\n\nNuul of Zertihn, have been granted the Rise to SOLAR...\n\n------------------------------------\n\nThe door to Lex Sacer Est is now actually open so people can enter *cough*\n\nContinued the rewamp and addeda few new trees to the barren.\n\nAdded new area \"Aoda Tagani\", as for now primarely for DM quest purposes...\n\n--------------------------------------\n\nAdded a rogue helmet to the shop \"helmets and shield\".\n\nExit from Lex Sacer Est should be unlocked now - hopefully.\n\n---------------------------------------\n\nFixed Linna's teleports and hopefully house exit.\n\nConverted Ralftower to Raini & Iori's tower. Added some \"garden furnitures\" and a database chest to each...\n\n\n06.08.2005\n\nFixed the \"questable\" healing eleksirs as to give the correct amount of healing again.\n\nFixed the \"Harp of Winter\" power as to give correct damage again.\n\nRewamped \"Port Whiteshield\".\n\nRemoved \"safe for half damage\" from the \"greater Ruin\" spell. Its an \"epics-power\" spell and I see no reason why a maxed isacs greater missile should be its equal...\n\n05.08.2005\n\nBlizzard Forest had a \"drive-by-revamp\".\n\nHeroes rest have gotten a bigger tablesetting and a trashcan by stormfist.\n\nHellspawn Pines monsters gives better XP now.\n\nDarkmist Hills monsters gives considerable better XP now.\n\nAira Draconis monsters gives better XP and spawns a tad fewers dragons at the time.\n\nSnagletooths customhouse added\n\n-------------------------------\n\nFixed a few spawn errors in Blizzard forest, and revamped a bit more...\n\nAdded guildhouse for Lex Sacer Est, in the harbour area. Items to summon keys and teleportrings will be given to one leader, so don't ask DMs for these....\n\n\n04.08.2005\n\nFirst and foremost a HUGE thanks to Seeker for this enormous projekt. The entire module have now been rebuild from SCRATCH, importing used items, monsters, placesable and scripts etc, while having sorted in all of those manually. This should hopefully mean that the module will run much better now.\n\nThis work have included rewriting somethings while caching others, in order to overall improve server performance and stability.\n\nThis also means that all the spellchanges ( improvements) should be ineffect now while at the same time creature AI should work. Please observe that the bigbyes series ofspell have been decided not to be nerfed so their duration is normal even though damage spells have been significantly improved.....\n\nI will now start on implementing various players housings, areachanges, downgrading certain highlevelmosnters while actually giving them better XP outcome, etc etc\n\nPlease bare over with us with any fault in the new system and report problems in the BUG REPORT section on our website. please do not tell us ingame....\n\nWe will be shifting to CEP v1.52 VERY soon so go download it now if you don't already have it....\n\nSincerely Tarashon",
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"0": "25.03.2006\n\nAdded \"two-bladet swords\" to Xymoria. Darkmoor and Dwarven Halls.\n\nImproved the chances for Sharkskinhide to drop from the \"Terror Teeth Shark\".\n\nMoved Tarasan's home to \"Tarasan's Garden\".\n\nAND FINALLY......\n\nA big aplause to Bosethus for taking over the module. I hope you will find some good times in running it and that all you players will give him some time to \"find the robes\" so to speak.\n\nA warm thanks for all the good times from one of me to all of you.\n\nSincerely Tarashon\n\n21.03.2006\n\nNew quest \"Sharkhide Cloak\" in game. ( This one gives group XP )\n\nRemoved the feat(s) Evasion, Improved evasion from following mobs...\n\nBlue Wyrmlings\nBlack Wyrmlings\nGreen Dragons\nTalos Garou\nDarkmist Knights\n\n20.03.2006\n\nNew area \"Terror Teeth Dunes\".\n\nChanged spawn numbers in Dying Sands to far less per encounter.\n\nImbued Stone Gnawer egg's should disapear on use now. Anyone having old ones must trade them in for a new at a DM.\n\nWhirling magma potions SHOULD disapear on use now. Since the old potions can be used enlessly all old magma potions MUST be turned in for switch emidiatly.\n\nReborn level 20+ may apraoch a DM to get a \"Reborn Blast\" widget which will allow them to use their greater ruin once per day.\n\nFixed Thieves guild so that they now have a seperate key from their rod to their main entrance and so that they now summon the right Ring from their ring-summon rod....\n\n\nSincerely Tarashon\n\n19.03.2006\n\nNew areas - Fort Hope , Dying Sands - in game.\n\nNew summon in game.\n\nNew potion in game.\n\nNew permanent redoable \"miniquest\" in game.\n\n18.03.2006\n\nFixed entrance to Cord's house and his library.\n\nAdded \"Thieves guild\" to the module.\n\n17.03.2006\n\nFixed the Chauntea temple in Inner Glade ( Castle Balder ) so that the Rez, raise and other scrolls are endless suply.\n\nAdded Cord's house and garden to the module.\n\n\n15.03.2006\n\nAidbringers \"Nightfall Cliffs\" portal is now active.\n\nMaster Arongoth's illusions have been fixed so that they should only take one cherry per summon now, not the entire stack.\n\n14.03.2006\n\nHopefully fixed the spicial power for the Fist of the Elements.\n\nAdded a certain playerguild to the module for test before its \"released\".\n\n11.03.2006\n\nOh my, the gab between the dates sure gives away my laziness. darn darn darn :)\n\nAdded a new Bossmob, Talakuran the Slicer, to the module.\n\nAdded a new chapter to the monkquests of the Shei'Dun although this one is \"monk only\" since I sincerely doubt anyone would pay the prize of the quest without getting the item...\n\nA new Guildportal is now available due to an insane idea of mine to accomodate a player request.\n\nPORTAL : Nightfall Cliffs\nPRIZE:\n\n800 Turakurian Cherries\n4.000.000 gold pieces\n20 skeleton rings\n10 spiritgems - water\n10 Moorberries\n20 Ibis Flowers\n\nThis have been updated on our homepage under GUILDPORTALS, and since this is the last portal in the row you need all the previous portals to get this one....\n\nRemoved heal and massheal scrolls from shops. Since we have several clerics and \"mule clerics\" around for scroll making around ( and druids to cast the spells ) now I have done this so that rogues/bards - whom have good cash at endlevels - no longer have endless amount of healspells at their disposals. They can still buy these from players creating the scrolls though but that requires player intereaction instead of limitless NPC access.\n\nSome asorted defensive scrolls have been made \"one per reset\" available in shops. Once again UMD should allow people to use these things adn they should be available but as in PnP rich persons should not have endless supplies of spells at their disposal. Now player interaction is required to acquire huge amounts....\n\nOn a sidenote the \"removed scrolls\" such as UEF and Gretor Restoration may still not be sold just to clarify that since \"one player was asuming it but in doubt so I guess more could be in doubt of this....\n\nThe farmland shops have had their waterbuckets and shovels switched out to the versin that works especially in regard to the shovels ability to remove existing plants.\n\nFixed mapnote iin Castle Balder - Harbor area.\n\nAdded citymap to Port Whiteshield's northern entrance from Blizzard Forest.\n\n22.02.2006\n\nAdded \"Handaxe of the Dwarven Halls\" to the module\n\nAdded trey's house\n\nAdded Magma Lord to the module ( find and summon him before your neighboor... )\n\n21.02.2006\n\nAdded \"Two Towers\", Zertihns new temple on the Isle of Hope. A temple that is build in a style I'm quite confident will be unseen on any other server in the community, hehe.\n\nWith this adition also comes quite abit more information on this custom deity to those who should find that interesting..... enjoy :)\n\n19.02.2006\n\nThe \"Golembox\" have been somewhat altered. It now have 15 uses instead of 50 but is now usable by ALL classes as long as your level 25+. As it were not one single character on the server could use it so figured better try alter it abit and see how that will turn out ;)\n\n16.02.2006\n\nNew area - \"Hope's Passage\" - have entered the module.\n\nThis is the area in where the temple to Zertihn, \" Two Towers\", is ( its inside is still under construction ), and can be found from Xymoria.\n\n13.02.2006\n\nAron's forge ( via DM ) now offers to modify the fabled Shield of Lendizare to other sizes. Unfortunately this takes some of the defensive enchantmens from the shield leaving it +5 instead of +7 and it costs 200.000 gold pieces but it is available...\n\n( the +5 have to do with the +4 ac from size and gameballancing.. It is not up for debate... )\n\n08.02.2006\n\nFixed an error in the theater where some gras appeared on top of a carpet.\n\nIncludet the \"Masquerade stage widget\", which will allow actors to manipulate the weather and music in the scene areas of the theater.\n\n07.02.2006\n\nStill waiting for some technical isues to be solved so that we can move the Server to Weslyn in the US.\n\nMoved \"Society of the Free Born\"'s mansion so that they now are resident in Port Whiteshield.\n\nPort whiteshield got \"upgradet\" so it now have a citymap and map notes on specific locations there.\n\n06.02.2006\n\nMade some alterations to Farak Anas Goblins as to remove their Devestating critical but also give them a creatureskin with imunities and regen fitting their high level. removed the overwhlming amount of hellsball from the wariors - which now have none..\n\nThese creatures are DM-PLOT creatures and their overall strength / weakness etc do not \"stay true\" to the normal ratio of ALANGARA builds...\n\nRemoved the shop from gritadax area alltogether. There were +5 items, powerful plus 6 bows, selling cheaper than normal and accepting apraiseskills. none of it is within the frame og customs shops..... ALL items from this shop must be destroyd in trashcan as they are illegal booster items bought way to cheap...\n\n04.02.2006\n\nGloves of the Dwarven Halls now work in a similar fashion to \"RoguePower\" meaning they can be activated once per 24hours and will add +10 magical damage to the monks attacks. This special power can only be used by a monk.\n\nThe signboard in heroes rest now works on a \"private conversation\" meaning none else will see what is written and what the user reads....\n\nThe rest of the farmning related quests/scripts should work now including the Apple Tablets trade and movianas potion trades.\n\n02.02.2006\n\nNew Torm Temple have been consecrated in Port Whiteshield.\n\nSpawn overseers have been made much more ressiliant to damage but ( as per player requests ) no longer immune to knockdown and a highlevel melee type have a fair chance per attempt to knock them down.\n\nAn honest soul have found Ioris housekey and is selling it for 2 million gold pieces... :)\n\nFarmquests in Druid's Shelter and Aron's Wonders have been fixed by Seeker now.\n\n01.02.2006\n\nAltered the epic feat \"blinding speed\"'s duration from 10 rounds to 80 rounds i.e. 8 minutes RL. Not much fun in an epic feat beaten by a lowlevel potion...\n\nKicked Kaarde out of Castle Balder *chuckles*\n\nIncoorporated Iori's new towercomplex ( and is currently plotting on his untimely death for sending me such a huge area package... ;) )\n\n30.01.2006\n\nSeveral area have had their \"cleaning scripts\" altered so that they now also remove creature when no PCs are in the area. Those areas are...\n\nLow Forest\nHigh Forest\nFogmoors\nValley of Darkness\nAncient City.\n\nI would like to ask players in general to kill the spawns regardless though. Killing all creatures in an area at one time STILL makes lag and thus it is strongly encouraged to show the courtesy of cleaning the area oneself so that a minimum of lag is aplid to the server and thus all other players also...",
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},
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},
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},
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},
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},
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},
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{
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|
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},
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"0": "Greetings all :)\n\nAs something new we have taken the customisation of Alangara - New Dawn PW to new levels with the ability to offer unique bonuses to classes being it granting them the ability of new spells, granting them Higher HP on level up, customized gear and so forth.\n\nUnfortunately for this to work not only the serverside but also the client side will need these custom.2da files.\n\nThe use of this is fortunately very easy and fast.\n\n1. Download these files and put them directly into you NWN / override folder.\n\n2. Restart the game completely\n\n3. If you have seen this so late that you need to re-level your character up to get f.x. the HP bonuses for some classes retrospectively find Tarashon in game or send a request here on the forum and we will find the time to fix it :)\n\nThe light shaft on thid here sign will be shifted in color whenever people need to re download these files for changes and updates.\n\nBelow these links for the downloads changes will be described and updated.\n\nYou may find the download links on our forum www.alangara.dk\n\nBoard index / Alangara server information / Practical information / Custom files for download.\n\n* * * * *\n\nChanges:\n\n29.06.16\n\nMonks must have our downloadable cls_feat_monk.2da in their override. this removes the monkspeed. however with this in the overridefolder monk are no longer banned.\n\n01.01.16\n\nWizards.\n\nHP per level 1d6 instead of 1d4.\n\nSorcerer.\n\nHP per level 1d6 instead of 1d4.\n\nrogue.\n\nHP per level 1d8 instead of 1d6.\n\nBard.\n\nHP per level 1d8 instead of 1d6.\n\nCan cast Shield spell at spell level 2 now. This spell is greatly improved from standard.\n\nDruid.\n\nCan cast clarity at spell level 3 now. This spells is greatly improved from standard.\n\nIdeas and suggestions are always welcome on the forum but please bare in mind that we want the classes to be balanced and not all powerful in themselves...\n\n",
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