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"Official" map plugins for CMUD, MUSHCLIENT, MUDLE

 
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ivindel



Joined: 20 Nov 2015
Posts: 163
Location: Singapore

PostPosted: Wed Jan 06, 2021 4:20 am    Post subject: "Official" map plugins for CMUD, MUSHCLIENT, MUDLE

Just a suggestion that stemmed from a realization I had when I was guiding this total newbie the other day. He could not navigate himself properly despite me giving him explicit directions to take. This is when I realized how disorientating it can be for newcomers to AR if they could not see the big overview picture of the area. To be competitive in AR, learning the areas is part and parcel of "get good" and has always been the competitive edge that players who dedicate time into this, have over others. In this time and day though, this becomes a huge gap in "skill" difference between veterans, old-timers and newcomers.
To help ease newcomers into the fray and to reduce the learning curve for these people, old-timers who have forgotten the areas or simply could not keep track of the area changes and newcomers alike, I thought that there could be some kind of "official" map plugins for the abovementioned mud clients (which Davairus, Olyn and M1co is already supporting), of the more common and easily accessible areas (such as the major towns and some connecting areas).
Because I believe that people who are still playing this game actively, either already committed the areas to memory or they have some kind of map aid themselves. I believe that distribution of map plugins of common areas will help bridge the gap for newcomers to the game, and somewhat also level the playing field.
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ivindel



Joined: 20 Nov 2015
Posts: 163
Location: Singapore

PostPosted: Thu Jan 07, 2021 1:13 pm    Post subject:

It's a long time coming, but it's time to share my cmud client for anyone who is ever interested to give it a try (USE AT YOUR OWN RISK). This was built on top of Olyn's cmud plugins from a few years ago, as I added my own stuff over the years. If the moderators do not condone this, then please feel free to delete this post for good. This might really shake things up.

https://drive.google.com/file/d/1PmLxEjSv_uNbhfYcuoyWdyaoxt7k_58L/view?usp=sharing

A few steps to get things set up:
- In theory, you need to have a license to run Cmudpro but somehow this trial version that I am using stays a trial version forever for me (maybe coz of Windows Defender conflict).
- Unzip folder into a preferred location of your choice.
- Run cMUDPro.exe, proceed to session selection stage, but do NOT enter into the abandonedrealms session until you have done the next step.
- Select the Abandonedrealms session, Go to 'edit session', 'package files', 'browse' to the unzipped folder location, into the 'abandonedrealms' folder, then select 'ar.pkg', then 'save changes'.
- Now you can enter the Abandonedrealms session proper and play normally.
- The default settings are based on a 4k resolution so it is up to you how you want to move the windows around, resize windows, resize font size to fit your own resolution.

Screenshot:
https://drive.google.com/file/d/1kA7en6OURmJUFAgws3s_oG3mf4jSL5bf/view?usp=sharing

Some key features:
- A map at the top right for navigation purposes. It is as up to date as I can get it as of this writing, with room names, etc. It comes with some pretty OP features... if you can FIND them
-> keypad movements (I use alot of the keypad), give it a try yourself to find out how it works
- A tick tracker
- Some automatic systems such as for food, sleeping, waking, fleeing...
-> "cont" to set name for sack
-> "wc" to set name for water container
-> "food" to set name for food
- Weapon tracking system that tracks the weapons you wield if you set them up properly
-> "1" to set name for "blade" firsthand weapon
-> "2" to set name for "shaft" firsthand weapon
-> "3" to set name for "segmented" firsthand weapon
-> "4" to set name for 1st offhand weapon
-> "5" to set name for 2nd offhand weapon
-> "6" to set name for twohanded weapon for doublegrip
-> "7" to set name for bow
-> [Ctrl+<num>] to set preferred weapon(s) to wield
-> "wsh" for defensive style
-> "dua" for offensive style
-> "two" for twohanded style
- Some PK-related systems...
- Resources/potions tracking using "ls"
- Targeting system, "ta" for 1st target, "taa" for 2nd target, F12 to switch between them
- Some other nifty systems for you to find out yourself...

Use these prompt options:
prompt <%hhp %mm %vmv (%A) (%W) (%b) (%u) (%f) (%T)> -> normal
prompt <%hhp %mm %vmv (%A) (%W) (%b) (%u) (%f) (%T) %N> -> shadows & paladins
prompt <%hhp %mm %vmv (%A) (%W) (%b) (%u) (%f) (%T) %C> -> for monks
prompt <%hhp %mm %vmv (%A) (%W) (%b) (%u) (%f) (%T) %l> -> for thief


Last edited by ivindel on Fri Jan 08, 2021 6:53 am; edited 3 times in total
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ivindel



Joined: 20 Nov 2015
Posts: 163
Location: Singapore

PostPosted: Thu Jan 07, 2021 1:16 pm    Post subject:

Some set bonuses that I have gathered, with the recent armor-related changes, some may be outdated:

Set : Raiments of Asylum: modifies hp regen by 10 permanently
: modifies health by 50 permanently
: modifies save vs spell by 10 permanently
: modifies armor class by 100 permanently

Set : Colors of Wizardry: modifies afflictive break by 10 permanently
: modifies mental break by 10 permanently
: modifies hitroll by 10 permanently
: modifies health by 100 permanently

Set : Wolfs Malice : modifies hitroll by 5 permanently
: modifies damroll by 5 permanently

Set : Arcane Gemstones: modifies wisdom by 3 permanently
: modifies intelligence by 3 permanently
: modifies save vs spell by 7 permanently
: modifies health by 200 permanently

Set : Shape of the Wraith: modifies move by 125 permanently
: modifies save vs spell by 10 permanently
: modifies damroll by 5 permanently
: modifies hitroll by 5 permanently

Set : Fire with Fire : modifies save vs afflictive by 16 permanently
: modifies hitroll by 6 permanently
: modifies damroll by 6 permanently
: modifies armor class by 75 permanently

Set : Treant Thews : modifies health by 30 permanently
: modifies damroll by 4 permanently
: modifies strength by 4 permanently
: modifies constitution by 4 permanently

Set : Golden Guardian: modifies save vs spell by 16 permanently
: modifies damroll by 12 permanently
: modifies mana by 100 permanently

Set : Wolfs Malice : modifies hitroll by 10 permanently
: modifies damroll by 10 permanently

Set : Red Fox : modifies move by 20 permanently
: modifies dexterity by 4 permanently
: modifies hitroll by 4 permanently

Set : Conquerors Crown: modifies hp regen by 10 permanently
: modifies damroll by 4 permanently
: modifies strength by 4 permanently

Set : Visage of Pain : modifies damroll by 30 permanently

Set : Malicious Beast: modifies health by 100 permanently
: modifies hitroll by 6 permanently
: modifies damroll by 6 permanently

Set : Mithril Phoenix: modifies hitroll by 4 permanently
: modifies damroll by 4 permanently
: modifies constitution by 4 permanently
: modifies conservation by 2 permanently

Set : Torments of Hell: modifies strength by 5 permanently
: modifies intelligence by 5 permanently
: modifies wisdom by 5 permanently
: modifies dexterity by 5 permanently
: modifies constitution by 5 permanently
: modifies maledictive break by 15 permanently
: modifies save vs spell by 18 permanently
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ivindel



Joined: 20 Nov 2015
Posts: 163
Location: Singapore

PostPosted: Thu Jan 07, 2021 1:23 pm    Post subject:

Lastly, the list of secrets:

'EMERALD FOREST'

Entry into this small part of the realm of Acadia is surprisingly easy,
through a portal situated just outside of The Common south of Seringale.
The colourful Emerald Forest holds within many wondrous creatures of the
wood. Brownies skip and play happily as the Grand Pooh Ba organises the
festivities. Meanwhile the old farmer Griff raises chickens on his farm,
selling items to all visitors. So beautiful is the forest that the rangers
have built their own guild there to protect it. None of these creatures
venture near the twisted nightmares of the Witch Wood or the evil that lurks
inside, however.

You have solved 13 of 14 mysteries in this area.
- visited your own grave.
- read about the Four Plagues.
- seen a memory of lost love.
- ridden a ferry to another place.
- viewed a mysterious scrying pool.
- found a Spriggan's secret abode.
- had a 'word' with Kortho.
- found a portal to Acadia.
- read the book of Summer's Eve.
- walked through a tree into the Dead Moors.
- learned about the history of Imbessar and Marisa.
- read some terrible poetry.
- seen Griff's grandparents.

'The Miden'nir'

South of the town of Seringale lies a place known to the city-dwellers as
"the miden'nir". This area is named for its unique status as an area of land
that is owned by the town, so that every inhabitant of Seringale has an
equal claim to it (which is to say, no real claim at all). Although the
land technically belongs to Seringale, the Law does not extend to it.

Just off the wetland is the "Slaughtered Lamb Tavern", a place frequented
by many new adventurers as they make their way to Seringale for the first
time.

You have solved 6 of 6 mysteries in this area.
- partied too hard.
- snuggled three to a bed.
- discovered an incredible smell in a garbage chute.
- found a single, brave flower.
- seen a statue of seven gods.
- been kicked in the teeth.

'GOBLIN VILLAGE'

What the goblins lack in height they make up in pride. Guards are just
about at every point protecting their chief. The buildings are quite ragged
and have started to crumble with age. Strange smells and odors will make
you wary of staying too long.

You have solved 1 of 1 mystery in this area.
- caused the demise of the goblin nation.

'THE ACADEMY'

Perhaps the most important place for any new adventurer to spend vasts
amount of time in is here, The Academy. You will learn everything there is
to know about the realm of Serin and the basics of living. The gods have
provided you with creatures to practice your tactics on while giving you
guidance along the way.

You have solved 1 of 1 mystery in this area.
- cracked the academy's puzzle.

'THE FORD'

South of Seringale, through forests and past all known civilizations lies
the wilderness of the Ford. Tales of fearsome giants unfamiliar with other
people and perhaps aggressive in nature are often told of this place. It is
said that the mightiest of warriors often travel to the Ford to test their
skills against the giants and claim some of the spoils of war.

You have solved 1 of 1 mystery in this area.
- antagonized a black wasp.

'TYR UNGULD'

An ancient keep hides away untold terrors, locked away inside it out of
reach of the common adventurer. The once powerful evil keep of Tyr Unguld
was ransacked by the forces of Light, its tamed corridors now much safer to
walk down. Even so the gates that imprison the prime evils of this place
are mere riddles waiting to be unlocked by an intelligent enough adventurer.

You have solved 4 of 4 mysteries in this area.
- found a carving of a gorgon.
- killed the fire drake of Tyr Unguld.
- retrieved a misty potion from a mist wraith.
- found an encrypted power rune.

'OLD MARSH'

Through the expanse of the Mystic Forest lies the oozing bogs of The Old
Marsh. Filthy hags and swamp creatures reside in this ugly swamp. Rumor
has it that The Old Marsh, despite its unpleasant appearance, holds many
secrets worth knowing about for any explorers seeking knowledge.

You have solved 4 of 4 mysteries in this area.
- been trapped in quicksand.
- seen a corpse floating in a marsh.
- read a strange note.
- found a monolith in the bogs.

'MYSTIC FOREST'

Quite arguably the least known of all the lands in Serin, the Mystic Forest
has many things to offer the well-traveled adventurer. Grown men ask those
in Seringale to go with them and explore this wonderful place full of rivers,
trails and creatures. Beware of spiders, wolves, dragons and trolls as you
explore.

You have solved 2 of 2 mysteries in this area.
- helped a brownie become king.
- been sliced.

'ARACHNOS'
Spiders are everywhere! Every inch of this gigantic area is sticky while the
spiders that inhabit it are watering from their mouths at the thought of you
getting stuck.

You have solved 5 of 5 mysteries in this area.
- led an army of spiders.
- defeated the evil Empress.
- killed a worthless coward.
- been stabbed in the back.
- put an orc out of its misery.

'Drkshtyre Wood'

The evil from these woods emanates all around you. The paths have been
trampled quite a bit in the last few years from all the travelers that use
this place to their advantage. Large spiders and strange looking oozes have
infested this area beyond control. If you see the young boy carving, walk
quietly. You don't want to disturb him.

You have solved 4 of 4 mysteries in this area.
- discovered a beautiful garden.
- pulled a sword out of a stone.
- been high on a mushroom.
- tried until you succeeded.

'THE MUDFALL'

For centuries, the halfling village west of Seringale bustled with
activity as its miners tunneled through the rich soils in search of food and
riches. Some say that the years of digging and encroaching on nearby
Vorthyn Mountain caused the ground to become weakened and it slowly eroded
away. Others say that an elder dragon's reawakening caused the ground to
become unstable. Whatever the cause, the ground suddenly fell away in a
giant mudslide forever after known as The Mudfall. Today, medics from
Valour still search the mud for halfling refugees, an elder dragon has been
spotted atop the nearby mountain, and rumours of an ancient civilization
that stands older than time, preserved inside the mountain, persist among
the Mudfall's survivors.

You have solved 2 of 2 mysteries in this area.
- fallen through mud.
- created a dazzling display of fireworks.

'THE TOWERS OF HIGH SORCERY'

Standing tall and proud within the Shadow Grove of Haon Dor are the newly
rebuilt Towers of High Sorcery, constructed atop the ashes of the previous
tower at the behest of the Grand Mistress of Magic. The explorer in you
will find many well-concealed secrets and treasures within its hallowed
corridors, but beware of the masters and their disciples, as not everyone in
the tower is welcoming to visitors. A word of warning - tread not
underneath the tower in the Arcane Stockade if you value your life.

You have solved 14 of 14 mysteries in this area.
- walked on a secret path.
- opened your mind.
- played tag with a gnome.
- visited the three mage lords.
- slain the three abominations.
- viewed a map of Serin.
- looked inside a suit of armor.
- played a harpsichord.
- copied your reflection.
- looked out a mage's window.
- snuggled with a neglected cat.
- met the eighteen disciples.
- flirted with the maid.
- saved a man from starving to death.

Nexus: key/wand (The Magic Shop)

'FOREST OF ILLUSION'

Of the seven original evils monsters that scourged Serin after the obliteration
of the ancient dark lord, the Lord of Wrath, Sheundan, commited the most murder.
It took all the might of Serin's Knights of Valour to corner him, and the live
body of its archmage leader Tazmekian became the vessel which imprisoned his
essence, sacrificing his eternal soul for a lifetime of torment to prevent
this scourge from ever seeing Serin again.

Somewhere deep within the Forest of Illusion this monster and its captor are
still locked in mental combat. Four Knights were responsible for protecting
the seals that keep them imprisoned together, but they have long succumbed to
madness whispered by the unholy lord, and are now mindless prisoners.

Meanwhile, the inhabitants of the forest continue blissfully unaware of the
impending danger. Nor do they miss the ranting of their old slith oracle,
ever since he moved out of town to avoid their impending tragedy.

You have solved 3 of 3 mysteries in this area.
- viewed Tazmekian's monument.
- been outsmarted by a checkerboard.
- stolen a golden egg.

'STANDING FORTRESS'

The fabled white fortress stands majestically in the northwest of Serin
overlooking the surroundings that have been occupied by evils. It is a
stronghold for the Light, a hope within the chaos that someday the western
lands may be purged of evil for good and create sanctuary for all. The
White King that resides there is very regal and powerful, though he does
little in comparison to the workload of his forces.

You have solved 1 of 1 mystery in this area.
- climbed out an open window.

'ISLE OF EXILE'

Floating above the River Azial, the Isle of Exile is a harsh place.
Where the outcasts of Serin are thrown to await trial, this place holds few
pleasantries. It is said that someone has been locked in the dungeons
without due cause, though rescuing him from this uncomfortable place may be
a quest that proves too hard for many adventurers to handle.

You have solved 1 of 1 mystery in this area.
- pardoned the innocent.

Nexus: fist/eye (A Ruined Monastery)

'MANSION OF THE MALEVOLENT'

"When there's no more room in hell, the dead will walk the earth."

Long ago there was a great mansion of the White King. The White Kingdom
prospered under the rule of its sovereign, and the heathens lived in hateful
fear of this extremely well protected and wealthy bastion.

This strength caught the attention of the prime evils during the undead
scourge that befell Serin after the ancient dark lord's destruction. Along with
entrance of the Seven - Sheundan, Xanthak, and so forth - the prince of
undeath, Vladimir chose to seize this mansion to demonstrate might and house
his vile coffin. And so it passed that the once-beautiful white mansion was
overrun by undead, its bodyguards slain and its guests and staff becoming
eternal servants of Serin's first ever vampire.

Then a mortal leader of Mystic, and devout of Virgil, Azonere was able to
save the mansion's royal family by helping them to a nearby magically warded
fortress. But the mansion was lost, and all effort is expended just keeping
the evil from spreading from its walls. Gayals, mutated trolls and
hellhounds are just some of the terrors that infest the Mansion of the
Malevolent.

You have solved 5 of 5 mysteries in this area.
- made a grisly discovery.
- danced with the undead.
- found an invasion plan.
- played an invigorating symphony.
- borne a bloody baptism.

'PLAINS OF THE NORTH'

This is a place of many paths and roads that lead to different lands in
Serin. An intersection, if you please. Tall grasses and bushes make it
difficult to maneuver your way to the destination of choice. Don't forget to
stop and visit the old hermit, he becomes very lonely at times.

You have solved 6 of 6 mysteries in this area.
- caused a giant worm to fall asleep.
- discovered druidic powers.
- found the missing link.
- stolen a poor man's dinner.
- learned about Dim and Gamma.
- discovered the existence of ancient evil druids.

'NEW OFCOL'

Much smaller than Seringale or Valour, New Ofcol is a city on the rise.
Destroyed many years ago the people of Ofcol have moved on to rebuild, and
so came New Ofcol. A wonderful citadel has made it roots here which fits in
nicely with all the lightwalkers that call this place home.

You have solved 1 of 1 mystery in this area.
- observed Serin from high above.

'MOUNTAIN TRAIL'

Be careful as you trek your way on this unforgiving trail. There are
many tunnels, clearings, and side trails for you to get lost in. Many
creatures of the forest live in the caves and behind trees awaiting your
arrival. Walk with care, and carry a big stick.

You have solved 2 of 2 mysteries in this area.
- discovered a secret of the Great War.
- climbed up a waterfall.

'MOUNT SAIDIAN'

A small, peaceful stronghold in the northern part of Serin, Mount Saidian
is crowned by a city populated by avians and good-hearted folk. The main
streets of the town boast fairly popular shops, while the castle that
overlooks it is home to King Darsul and his trusted advisors.

You have solved 4 of 4 mysteries in this area.
- visited the three fates.
- pretended you were a king.
- been propositioned by a dame.
- crashed a banquet.

Nexus: mace/bolt (The Throne Room)

'SYLVAN VALE'

A small Elvish valley just north of Seringale provides shelter for a
clan of wood-elves. The valley elves are descendants of the elves of
the fallen city of Greginsham, which was destroyed by the orcs.
With the pain of the loss of their ancestral home still aching in
their hearts, the wood-elves strike at any intruders who appear to
harbor evil thoughts.

You have solved 3 of 3 mysteries in this area.
- stolen magical scrolls and potions.
- fallen down a steep hill.
- viewed a hero's monument.

Nexus: sword/wind (The Workroom)

'TENEBRIA'

An abandoned mine in the north-central mountains of Serin, Tenebria is
rumored to be inhabited by a primitive society of Trolls ruled under the
brutal reign of a renegade Jotun. Under strict orders by the Jotun, the
Trolls are said to search endlessly for the valuable metals and treasures
once believed to fill the mountainside. Historical evidence, as well as
simple geography, suggest that Tenebria may somehow be linked to the ancient
mines of Grimforge....

You have solved 6 of 6 mysteries in this area.
- squashed a small red spider.
- freed the Trolls from the Jotun Grunt.
- learned the history of Tenebria.
- learned about a secret evil sect.
- knelt in remembrance of a lost kingdom.
- been thrown around by a giant.

'GWIDRY'

A sleepy little dwarven settlement nestled between the Dwarven Mines and
Armageddon Sanctuary, Gwidry is often treated as a traveller's rest stop
as it has very little excitement to offer. Rumors tell of twisting tunnels
filled with the bones of the dead and risen that wind beneath this village,
but one would not expect it from observing the placid activities of the
dwarves that amble about the place.

You have solved 3 of 3 mysteries in this area.
- been in a room of passion.
- have found the remains of an ancient forge.
- become a crazy cat lady.

UNSILIEL WOOD

The canopy of Unsiliel Wood is filled with the glowing greens and browns of
a wide variety of trees, bushes, and shrubs. Laying to the north of Timaran
and east of Solace, the forest is home to friendly wildlife. In the darker
corners of Unsiliel Wood there is rumored to be a phantom wolf that prowls
just beyond your vision. Walking through the forest to the northeast leads
to the more sinister woodland of Dankbark.

You have solved 3 of 3 mysteries in this area.
- slain the spirit of the Unsiliel Wood.
- found a secret path through the woods.
- been inside a giant tree.

Nexus: sack/spring (A Small Clearing)

'NEW SOLACE'

Once a humble town, Solace was destroyed by the Chaos Dragon. After much
rebuilding and reconstructing led by the Warlord Taurth, the town was not
only resurrected but built with a garrison to thwart any future invasions.
Where the old markets once stood now flourish with adventurers from all over
the lands. Taurth was then dubbed the Warlord of Solace for his great
assistance in its rebuilding. It has been rumored that travelers with
chaotic possessions are not welcome in Solace, for it is now the prized home
of the Justice shrine. Solace is located slightly northwest of Timaran. It
is a town protected from crime by members of the Justice cabal.

Solace is protected by LAW.

You have solved 2 of 2 mysteries in this area.
- dove off a balcony.
- snooped around a kitchen storeroom.

'CLEARWATER LAKE'

A beautiful lake is tucked away in a small valley of mountains. Created
from natural springs running down the mountain to the west and falling
rains, Clearwater lake fills your senses with peace and tranquility. In
such a calm place, how could the rumors of a secret draconian chaos cult be
true?

You have solved 5 of 5 mysteries in this area.
- heard beautiful music in the middle of a forest.
- been locked inside a closet.
- seen the portraits of a farm family.
- learned about the quest for the crystal staff.
- made a goat faint.

'TIMARAN'

In the east of Serin a hometown was raised by a neutral god in an attempt to
create a sanctuary from the fighting of Seringale and the terrors in
Darkhaven. The proud city of Timaran was raised in just a few days, built
upon the ruins of the New Thalos that had been ransacked by a horror from
the eastern lands. The guilds of Timaran are open to all that wish to enter
them regardless of alignment or ethos, and many useful items are waiting to
be discovered in its shops and inns. This town is also protected from crime
by members of the Justice cabal.

Timaran is protected by LAW.

You have solved 1 of 1 mystery in this area.
- asked about your future.

'GNOME VILLAGE'

This small village is home for many of the Gnomes of Serin. Being hard
workers they slave away in the mines day and night searching for gold. The
shopkeepers don't sell items to those who do not inhabit the tiny village, but
you can find that out for yourself if you ask the prisoners.

You have solved 6 of 6 mysteries in this area.
- freed a prisoner.
- stolen the hobgoblin's fortune.
- devastated a gnome family.
- studied an ancient torture device.
- made a wish in a gnomish well.
- begun to learn how to see with new eyes.

'HOLY GROVE'

Filled with ancient poplars and oak trees, the Holy Grove withholds many
secrets. The first being getting out. Within its boundaries lies the ruins
of the monks' Monastery, which now houses the Travellers' Rest of Heralds.
Small deer and old men make up the majority of the inhabitants. It is
peaceful except for some ghosts of restless monks that wail during the
night.

You have solved 1 of 2 mysteries in this area.
- returned the missing jade figurines.

'GRAND THALOS'

In the ancient past stood the mighty Thalos, defended by a champion of
the Light. Stories are woven of a portal through the ages that leads to the
great city, throwing you over 500 years back in time. Many secrets lie
within the beautiful abode of the town of Thalos.

You have solved 7 of 7 mysteries in this area.
- been thrown out of a library.
- received a wonderful rubdown.
- helped a scholar further his studies.
- discovered the lost city of Illisidar.
- took a hot steaming bath.
- found the statue of the first dragon.
- enjoyed a wizard's enchantment.

'DRAGON TOWER'

With the years of abuse, the dragons have brought this tower down to near
ruins. The floors and walls are covered in waste and blood. The little
draconians of the tower are learning how to be vile creature like their
mother and father, who are lurking in the tower somewhere.

You have solved 2 of 2 mysteries in this area.
- escaped a dragon's lair through a trapdoor.
- seen a glimpse of the Dragon Tower's future.

'THALOS RUINS'

A land once destroyed by war and evil lays tucked away. The people there
are happy and cheerful waiting to take back their honor of the greatest city
of Serin. Within the city walls lies another lest known city, but no one
seems to recall its name.

You have solved 1 of 1 mystery in this area.
- fallen through a floor.

'ELEMENTAL CANYON'

Deep within the enchanted forest, there lies a canyon created completely by
accident, a place where Serin's laws of reality have been distorted by the
residues of magical spells practiced in the nearby gnome village that are
discarded into the river and eventually washed on the rocks of the canyon.
This has allowed the building blocks of matter - the elements that make
Serin the wonderful land it is - to expand to gigantic proportions and come
to life.

The elemental rulers of fire, earth, lightning, air and water each wait to
test the true abilities of any adventurer who enters here hoping to walk
away with a prize. A place where Serin's laws of reality have been
distorted by the residues of magical spells practiced in the nearby gnome
village.

You have solved 2 of 2 mysteries in this area.
- learned about the five elements.
- turned yourself into a toad.

'WYVERN TOWER'

A very old tower stands all abandoned surrounded with dead ivy, rotting
leaves, and fallen stone. Even though the original inhabitants have long
gone the gargoyles stand ready to greet the common traveler.

You have solved 3 of 3 mysteries in this area.
- seen humans and dwarves join together to fight evil.
- found a portal to another world.
- almost been eaten by a giant plant.

'THE BATTLEZONE'

The elves of Lenrathil teeter on the edge of extinction, having been
overrun by the demons of the Underworld after centuries of bloody war. The
Enclave has sent a distress signal out to all able-bodied adventurers with
goodness in their hearts to come to the defense of the kingdom and help the
elves. This will be their final stand, and the fate of Serin rests in the
balance.

You have solved 3 of 3 mysteries in this area.
- spied on Azmorodi's plans.
- viewed a battle from afar.
- dared to intrude upon a demon king.

Nexus: dragon/skull (The High Court of the Enclave)

'BARREN HIGHLANDS'

Through the dwarf forest lies the vast barren landscape of the highlands.
The cold temperature and fierce weather of its icy wastelands have often put
an end to many an adventure. It is said that a dark knight has taken a
stand somewhere inside the Barren Highlands, silently waiting to pick off
travellers that pass by him in a weakened state.

You have solved 2 of 2 mysteries in this area.
- seen a minotaur made of ice.
- been duped into licking a toad.

Nexus: sword/crystal (A glowing blue ball of light)

'SANDS OF SORROW'

Legends of the sands as old as the deserts themselves have been often
told, passed down from generation to generation. It is said that an ancient
dragon resides hidden somewhere within the deserts, shackled and yet at the
same time very capable of dealing out some pain to the unsuspecting.

You have solved 3 of 3 mysteries in this area.
- been in a cave littered with human bones.
- been inside a giant mushroom.
- led a slave out of the desert.

'OGRE VILLAGE'

A disgusting bunch of filthy ogres resides in this encampment. It is
said that they bathe in their own dirt for love of the mud. The stench of
the place is enough to bring any traveller to his knees, if the sights
within it do not get to him first.

You have solved 3 of 3 mysteries in this area.
- been disgusted by a trophy collection of dead people.
- stolen an ogre's dinner.
- blasphemed before a shaman.

'THE KEEP OF MAHN-TOR'

In the south of the lands past the icy tundras of the barren highlands
there lies a guarded keep that has stood for centuries. Home of the
minotaurs, its corridors are watched around the clock by burly armed
soldiers. Tales of the eight specialist minotaurs and their leader are
often spoken of by young and old adventurers alike.

You have solved 6 of 6 mysteries in this area.
- thawed a frozen fountain.
- stolen a minotaur's drink.
- passed out on a huge bed.
- seen the conquest of Mahn-Tor.
- visited the eight prisoners of Mahn-Tor.
- giggled like a harem girl.

'WINTER: FROZEN TUNDRA'

Segragating Winter's imprisoned from the realm of Serin is an endless storm of
hail and snow. Sheets of ice stretch for miles in all directions, making it
impossible for even the most seasoned explorers and trackers to avoid getting
lost. Further proofing the buffer between the two realms are a family of
scavenging devourers and abominable creatures that wander in search of warm
flesh.

Caution: Winter is a raiding zone, meant for max levelled characters to
approach in groups in search of the best gear. If you are here to do neither,
turn back before you are slaughtered. Otherwise, set your wimpy to 0 and enjoy!

You have solved 1 of 1 mystery in this area.
- licked a lamp post in Winter.

Nexus: sword/crystal (A glowing blue ball of light)

You've found the Maelstrom!

You have solved 3 of 3 mysteries in this area.
- seen a magical picture of Seringale.
- pretended to be a mother bird.
- fallen off a cliff.

'Cloud Castle'

Situated high above the skies, perhaps about halfway between Serin and the
heavens itself, this castle once sat a few miles from Redhorne mountain,
where it had been the focal point of an eternal battle between the jotun
factions. Paladins and dark forces fought a battle which grew wild enough
to undo the stability of Serin. And so it came to pass that the castle
was raised into the skies and sealed by the God of the Air, becoming the
prison of the few fighting inside. The remaining jotun came to believe in
this castle as a mystical place, where they would join their ancestors in
death, and one by one they massacred one another to earn the right to enter.

The colossal tree of Drkshyre wood grew and grew, until eventually it
reached the floating island, its limbs penetrating through the castle,
its gates broken open by the might of nature.

You have solved 3 of 3 mysteries in this area.
- learned of Phemios and the Stormlord Ritual.
- have risked your life jumping from the clouds.
- been overwhelmed by cuteness.

'GALAXY'

A magical place of astronomical dimensions, the world of Galaxy can only be
reached through cosmic means. Once there, feast your eyes upon stars,
planets, and the mighty Celestials themselves! It is said you can even meet
the creator of the universe...if you dare.

You have solved 2 of 3 mysteries in this area.
- stood upon the first star.
- witnessed a supernova.

'DRAGON SEA'

The Dragon Sea is named such as to communicate the threat of entering
it. A wide gulf separating Timaran and Darkhaven, these dangerous
shark-infested waters are haunted by a ghostly pirate ship for good
measure. These seas have done an impeccable job of isolating the far
eastern town of Darkhaven from the rest of Serin, and the great evil
that it harbinges, in spite of its terror-inspiring name.

You have solved 0 of 1 mystery in this area.

'Unlit City'

Unlit City, home of the Drow. This place came into being after a group
of elves made betrayed the rest of their kin at Greginsham. The group, and
the maiden who led them, made an exodus to the Underdark, fighting the
Illithids back with daggers and swords, establishing a home, the Unlit City.
Due to the Drow not being fond of brightness the guards ask that you put
away your light, finding it uncomfortable to their eyes.

Among things to see in Unlit City is the palace of their queen, Ilythir,
where she rules from in a comfortable loftiness. There is also the House of
Gambling, where you can try your luck at roulette. There is the Pillar of
Zhadenmir, the light source that keeps Unlit City in a dim light, whose
fires are controlled by the mages within the Drow. There is finally the
House of Pleasure, where if one wishes to, could pay a fee to enjoy some
time with a gigolo or escort girl.

From the Unlit City, one may access the Graveyard south of Timaran as well
as the depths of Enthema.

You have solved 3 of 3 mysteries in this area.
- gazed upon the Zhadenmir Pillar.
- slept on a bed of nails.
- learned the rules of drow society.

Nexus: dagger/skull (The Tarantula's Poison Inn)

'ENTHEMA'

Deep in the darkness of the sewers lies an underground lair built by the
ancient race of the illithids. Untold terrors reside within the caverns of
Enthema, the kingdom of the mindflayers. Journey carefully, and beware, for
you may become the next victim of their slave mine.

You have solved 2 of 2 mysteries in this area.
- felt a blinding anger towards your allies.
- been at the scene of a murder.

Nexus: shield/eye (The Brain Bath)

'TAINTED VALLEY'

Situated over and under the orcish mountains in Northeast Serin, an unholy

power has taken the valley captive. Bloodworms seek human blood to consume
while deep inside the valley ancient evils have crawled into dark hiding
places, taking a stronghold. The taint on the valley has a life of its own
giving animation to the newly undead golems that are imprisoned here.
Meanwhile a courageous task force of Knights led by the mighty Fredrick seek
to cleanse the valley once again.

You have solved 2 of 2 mysteries in this area.
- stolen from the bed of a holy man.
- visited the five obelisks.

Nexus: shield/skull (By the Mountainside)

'SEWERS'

Dark, mysterious, and truly grotesque, each describes the land that lies
in wait under the streets of Seringale. The perfect place to hide from
attackers, or if you like that kind of stuff, a wonderful place for a
stroll. Many secrets are to be found in the sewers.

You have solved 12 of 12 mysteries in this area.
- have been burned alive.
- discovered a secret treasure room.
- climbed down a well.
- been confused beyond belief.
- gone swimming in an underground pool.
- discovered the remains of some tortured victims.
- found a magical crystal globe.
- wondered what the imp is pointing at.
- seen the work of primitive men.
- read some poetry in the sewers.
- been greatly disturbed.
- beheld the power of cheese.
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Davairus
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Joined: 16 Jan 2004
Posts: 10344
Location: 0x0000

PostPosted: Thu Jan 07, 2021 10:39 pm    Post subject:

Thanks for the dump
Perhaps could be integrated into the website.

Regarding mappers, I have not had time to understand how mudlets mapper work, yet, so if anybody already did it and would like to type out summary, I'll add it to our plugin d/l (if thats feasible). Expect it is probably just a lua script to download a file.
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Davairus
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Posts: 10344
Location: 0x0000

PostPosted: Fri Jan 08, 2021 7:44 pm    Post subject:

sorted it out and the mudlet integration process is underway
please re-download for latest
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