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	<id>http://wiki.cleftofdimensions.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sunflash</id>
	<title>Cleft of Dimensions Wiki - User contributions [en]</title>
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	<updated>2026-04-25T19:34:08Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>http://wiki.cleftofdimensions.net/index.php?title=Main_Page&amp;diff=4929</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Main_Page&amp;diff=4929"/>
		<updated>2025-04-28T21:04:49Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: Catching up main page with Changelogs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file:Logo.png|center|400px|link=https://www.cleftofdimensions.net]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%&amp;quot; &lt;br /&gt;
! style=&amp;quot;width: 25%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Gameplay Info&lt;br /&gt;
! style=&amp;quot;width: 25%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Game Content&lt;br /&gt;
! style=&amp;quot;width: 25%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Roleplaying&lt;br /&gt;
! style=&amp;quot;width: 25%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Community&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-------------------------------------------------------------------------------------&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: rgba(32, 215, 112, 0.33);&amp;quot; | &lt;br /&gt;
;[[Newbie Guide|&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;Newbie Guide&amp;lt;/span&amp;gt;]]&lt;br /&gt;
;[[Classes]]&lt;br /&gt;
:[[Knight]] • [[Warrior]] • [[Thief]] • [[Wizard]] • [[Priest]] • [[Summoner]] • [[Geomancer]] • [[Dancer]]&lt;br /&gt;
&lt;br /&gt;
;[[Races]]&lt;br /&gt;
:&#039;&#039;&#039;[[:Category:Creatures|List of Races]]&#039;&#039;&#039; • [[Humans]] • [[Espers]] • [[Giganto]] • [[Hylians]] • [[Koopas]] • [[Moogles]] • [[Matangui]] • [[Pumpkinheads]] • [[Reploids]] • [[Saiyans]] • [[Kirbies]] •  [[Jumi]] • [[Lobstermen]] • [[Nui]] • [[Ranboobs]] • [[Kokiri]]&lt;br /&gt;
&lt;br /&gt;
;[[Statistics|Player Statistics]]&lt;br /&gt;
&lt;br /&gt;
;[[Skills]] and [[Spells]]&lt;br /&gt;
:[[Quest Skills]]&lt;br /&gt;
&lt;br /&gt;
;[[Item Types]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-------------------------------------------------------------------------------------&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: rgba(32, 215, 112, 0.33);&amp;quot; | &lt;br /&gt;
;[[Portal:Areas|&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;Areas Portal&amp;lt;/span&amp;gt;]]&lt;br /&gt;
:&#039;&#039;&#039;[[Geography]]&#039;&#039;&#039; • [[Area of the Month]] • [[:Category:Areas|List of Areas]] • [[Economy]] •  [[Player_Housing|Player Housing]]&lt;br /&gt;
&lt;br /&gt;
;[[Portal:Lore|&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;Lore Portal&amp;lt;/span&amp;gt;]]&lt;br /&gt;
:&#039;&#039;&#039;[[History]]&#039;&#039;&#039; • [[:Category:Non-player Characters|List of Non-player Characters]] • [[Religion]] • [[Layers of the Cleft]] • [[Magic]]&lt;br /&gt;
&lt;br /&gt;
;[[Special Events]]&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;[[Hikari_no_Matsuri]]&#039;&#039;&#039;&#039;&#039; •&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;[[2012 Scavenger Hunt]]&amp;lt;/span&amp;gt; • [[2010 Fall Deathmatch]] • [[DK Coins|2010 Scavenger Hunt - DK Coins]] • [[Chaos Clans]] • [[Minigames]] • [[Utensil Wars]]&lt;br /&gt;
&lt;br /&gt;
;[[Physics]]&lt;br /&gt;
:[[Astronomy]] • [[Time]]&lt;br /&gt;
&lt;br /&gt;
;[[Raid Bosses]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-------------------------------------------------------------------------------------&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: rgba(32, 215, 112, 0.33);&amp;quot; | &lt;br /&gt;
;&#039;&#039;&#039;[[Portal:RP|&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;RP Portal&amp;lt;/span&amp;gt;]]&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;[[Major Story Arcs]]&#039;&#039;&#039;&lt;br /&gt;
:[[:Category:Player Characters|List of Player Characters]] • [[Character Applications]] • [[Rules for Creating Player Character Articles]] • [[RP_Logs|RP Logs]]• [[World_Notes|World Notes]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;[[Clans]]&#039;&#039;&#039;&lt;br /&gt;
:[[:Category:Clans|List of Clans]] • [[Clan Halls]]&lt;br /&gt;
&lt;br /&gt;
;[http://cleftchatbeta.forumotion.com/ Cleft of Dimensions RP Forum]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: rgba(32, 215, 112, 0.33);&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
;Miscellaneous&lt;br /&gt;
:[[Recipes]] • [[Music of the Cleft]] • [[Immortal_Shops|Immortal Shops]] • [[Credits|MUD Credits]] • [[MUD Clients]]&lt;br /&gt;
&lt;br /&gt;
;Staff Updates&lt;br /&gt;
:[[Staff_Meeting_Minutes#Staff_Meeting_2-29-2020|Staff Meeting Minutes for 2-29-2020]]&lt;br /&gt;
:[[Staff_Meeting_Minutes#Staff_Meeting_2-16-2019|Staff Meeting Minutes for 2-16-2019]]&lt;br /&gt;
:[[Staff_Meeting_Minutes#Staff_Meeting_1-3-2018|Staff Meeting Minutes for 1-3-2018]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- ###################################################################################### --&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%&amp;quot; &lt;br /&gt;
! style=&amp;quot;width: 33%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Game Updates&lt;br /&gt;
! style=&amp;quot;width: 33%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0340a6;&amp;quot; | Area of the Month&lt;br /&gt;
! style=&amp;quot;width: 33%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0340a6;&amp;quot; | Featured Article&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-------------------------------------------------------------------------------------&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: rgba(32, 215, 112, 0.33);&amp;quot; | &lt;br /&gt;
[[Changes_Log|&#039;&#039;&#039;Most Recent Updates to The Cleft of Dimensions&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
* [[Changes_Log#Changes_4/1/25|Changes 4/1/25]]: Dark room fixes, pixel art for Barrel Volcano&lt;br /&gt;
* [[Changes_Log#Changes_3/4/25|Changes 3/4/25]]: Parser Syntax updates, misc tweaks&lt;br /&gt;
* [[Changes_Log#Changes_2/1/25|Changes 2/1/25]]: Salient fixes, nohaggle flag added, autoconsumable fixes&lt;br /&gt;
* [[Changes_Log#Changes_1/4/25|Changes 1/4/25]]: Happy New Year!&lt;br /&gt;
* [[Changes_Log#Changes_12/1/24|Changes 12/1/24]]: RPC and Tupperbot fix, Pixal Art, Brif/Screenreader fixes, new ifchecks&lt;br /&gt;
* [[Changes_Log#Changes_11/3/24|Changes 11/3/24]]: Mudlet fork avilable&lt;br /&gt;
* [[Changes_Log#Change_10/1/24|Change 10/1/24]]: Autocatchup command added&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: rgba(32, 215, 112, 0.33);&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;[[Area_of_the_Month | Area of the Month]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Area of the Month for August 2023 is [[August_2023:_Carnival_Night_Zone|Carnival Night Zone]]!&lt;br /&gt;
&lt;br /&gt;
Book a hotel room, risk your money at the casino, then turn your chips into [[Player_Housing|restring tokens]]!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-------------------------------------------------------------------------------------&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: rgba(32, 215, 112, 0.33);&amp;quot; | &lt;br /&gt;
{{FeaturedArticle}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%&amp;quot; &lt;br /&gt;
! style=&amp;quot;width: 33%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Builder Compendium&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: rgba(32, 215, 112, 0.33);&amp;quot; | &lt;br /&gt;
;Builder Info&lt;br /&gt;
:[[Building Guide]] • [[Mprog Compendium]] • [[Flags Compendium]] • [[Builder Applications]] • [[Forum For Proposing Racial Abilities]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
On this page, we will try to present and iron out all the hard facts of the [telnet://cleftofdimensions.net:4354 Cleft of Dimensions] universe. Yes, we&#039;re probably making a lot of this stuff up as we go along. Regardless - this is canon in the making!&lt;br /&gt;
&lt;br /&gt;
Any and all CoD staff members are invited to make contributions to the article pages. However, if you&#039;re adding something controversial, make sure to discuss it on a discussion page first. All CoD players are invited to make contributions to the discussion pages, but I ask that you don&#039;t modify the article pages.&amp;lt;br&amp;gt;&lt;br /&gt;
- MTS 11:02, 5 February 2006 (PST)&lt;br /&gt;
&lt;br /&gt;
Clan leaders can create and edit pages for their clan at their discretion, also. This way, we resolve the headache of keeping the main website updated continually.&amp;lt;br&amp;gt;&lt;br /&gt;
- Ben 10:27, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nature and Nature&#039;s Laws lay hid in night;&amp;lt;br&amp;gt;God said, &#039;Let Newton be!&#039; -- And all was light.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Changes_Log&amp;diff=4928</id>
		<title>Changes Log</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Changes_Log&amp;diff=4928"/>
		<updated>2025-04-28T20:58:22Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: Caught up the missing change notes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Cleft of Dimensions is constantly being updated, poked, prodded, and tweaked. To keep everyone informed of the various changes, the Immortals semi-regularly post Change Notes in-game.&lt;br /&gt;
This page will copy those notes as well.&lt;br /&gt;
&lt;br /&gt;
= 2025 Change Notes =&lt;br /&gt;
&lt;br /&gt;
== Change 4/1/25 ==&lt;br /&gt;
&lt;br /&gt;
*  dark rooms behave more consistently: if you can see something, like a glowing object, when you &#039;look&#039;, then you can also &#039;look at&#039; it&lt;br /&gt;
*  enemy&#039;s groupmates&#039; MV no longer shows up in Protuna combat pane&lt;br /&gt;
 &lt;br /&gt;
For builders:&lt;br /&gt;
*  boolean logic added for localmaps (see Butter Building for example)&lt;br /&gt;
*  &#039;resets&#039; displays mob names, among other things, correctly again&lt;br /&gt;
 &lt;br /&gt;
For Mudlet:&lt;br /&gt;
*  pixel art graphics added to Barrel Volcano&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
== Changes 3/4/25 ==&lt;br /&gt;
&lt;br /&gt;
*  syntax like &#039;buy shirt from beggar&#039; and &#039;sell timeshare to steve&#039; now work&lt;br /&gt;
*  syntax like &#039;compare leather pants&#039; now works, instead of generating snark&lt;br /&gt;
*  global emotes, e.g. :arrow_left:, now propagate from Discord to the MUD&lt;br /&gt;
*  Bea: &#039;info&#039; shows if you can haggle, if you have haggle&lt;br /&gt;
*  Bea: &amp;quot;Terminate with a - or @ on a blank line.&amp;quot; was a LIE, tilde doesnt work&lt;br /&gt;
*  hyper-resistant mobs take 33%, not 25%, damage from relevant damage types&lt;br /&gt;
&lt;br /&gt;
For builders:&lt;br /&gt;
*  $x variable added to mobprogs for counter of mob remember&#039;s target&lt;br /&gt;
*  Bea: &amp;quot;if skill&amp;quot; now returns TRUE if a character has a skill learned, even  if their current effective percent is below 1%, and always returns FALSE for  npcs or if the skill is temporary  (as if by blue magic)&lt;br /&gt;
&lt;br /&gt;
== Changes 2/1/25 ==&lt;br /&gt;
&lt;br /&gt;
*  autoconsumable drink containers and fountains work properly&lt;br /&gt;
*  group sizes are now unlimited&lt;br /&gt;
*  the &#039;salient&#039; command actually works (it was a deceptive placeholder)&lt;br /&gt;
*  linkdead and salient characters don&#039;t get hungrier, thirstier, or soberer&lt;br /&gt;
*  lights on linkdead and salient characters don&#039;t burn out&lt;br /&gt;
*  practicing matters more at low (&amp;lt;50%) skill percentages&lt;br /&gt;
*  the &#039;color&#039; setting no longer resets on login&lt;br /&gt;
*  &#039;color&#039; added to settings panel&lt;br /&gt;
&lt;br /&gt;
For builders:&lt;br /&gt;
*  nohaggle act flag added, for use in shops and pet shops&lt;br /&gt;
&lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 1/4/25 ==&lt;br /&gt;
&lt;br /&gt;
* ...nothing to report. Happy new year!&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= 2024 Change Notes =&lt;br /&gt;
&lt;br /&gt;
== Changes 12/1/24 ==&lt;br /&gt;
&lt;br /&gt;
* &#039;brief&#039; is now a separate toggle from &#039;screenreader&#039;&lt;br /&gt;
* the former turns off auto-looking at room descs when entering a room, the latter replaces (most) asciiart and ascii tables with textual descriptions&lt;br /&gt;
&lt;br /&gt;
* the &#039;pixel plains&#039; in magicant now has non-ascii alt descs&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* new ifcheck &#039;islagged&#039;, returns true if a player is experiencing skill/spell delay&lt;br /&gt;
* the &#039;isbrief&#039; ifcheck, which has never actually been used, is now named &#039;isscreenreader&#039;&lt;br /&gt;
* documentation in the mud and on the wiki has been updated accordingly&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 12/1/24 ==&lt;br /&gt;
*  the RPC channel now interacts properly with Discord&#039;s Tupper bot&lt;br /&gt;
 &lt;br /&gt;
For Mudlet:&lt;br /&gt;
*  pixel art graphics added to R-Y Factory Ruins, Magitek Factory, Chimp Caverns, the Library of the Ancients, and Cosmo Canyon&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
== Changes 11/3/24 ==&lt;br /&gt;
*  a fork of Mudlet with &amp;quot;Project Tuna&amp;quot; aesthetics is now available to download from the website&#039;s MUD Clients page.&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
== Changes 10/1/24 ==&lt;br /&gt;
*  &#039;autocatchup&#039; command added for automatically marking notes as read&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 9/2/24 ==&lt;br /&gt;
&lt;br /&gt;
*Various upgrades made to Discord/CoD RP Sync&lt;br /&gt;
&lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
== Changes 8/3/24 ==&lt;br /&gt;
&lt;br /&gt;
*  &#039;trash&#039; items are now &#039;thing&#039; items&lt;br /&gt;
*  &#039;ambience&#039; config command added to toggle sun &amp;amp; weather update messages&lt;br /&gt;
*  &#039;quiet&#039; characters no longer see others connecting/disconnecting&lt;br /&gt;
*  CoD no longer crashes when a veedio is destroyed&lt;br /&gt;
*  borg!disconnect added for Discord RP two-way sync&lt;br /&gt;
*  reduced latency on Discord RP two-way sync&lt;br /&gt;
*  cleaned up author names on in/out-going sync&#039;d RP messages&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
== Changes 7/1/24 ==&lt;br /&gt;
&lt;br /&gt;
*Fix for Remorting crash&lt;br /&gt;
*Toggling &#039;pixelart&#039; no longer toggles &#039;lessviolent&#039; (&amp;amp; v/v) (Thanks Bea!)&lt;br /&gt;
*Toggling &#039;autoreplay&#039; no longer toggles &#039;compactchat&#039; (&amp;amp; v/v) (Thanks Bea!)&lt;br /&gt;
*Quezacotls Wrath is less likely to crash the game&lt;br /&gt;
&lt;br /&gt;
For Mudlet:&lt;br /&gt;
*Pixel art graphics added to Mt. Nibelheim, Fort Walla Walla,  Wutai, Gigan Canyon, Milky Well, Kett&#039;s Rooms, Booster Tower, Donut Plains, Joel Island, and Midnight Gardens&lt;br /&gt;
&lt;br /&gt;
For Builders:&lt;br /&gt;
* $A, $E, $M, $o, $O, $p, $P, $S, $t, and $T should no longer crash the game when used in ACT mobprogs.&lt;br /&gt;
&lt;br /&gt;
-MTS&lt;br /&gt;
&lt;br /&gt;
== Changes 6/1/24 ==&lt;br /&gt;
&lt;br /&gt;
* Brownout spell added&lt;br /&gt;
&lt;br /&gt;
For Mudlet:&lt;br /&gt;
* Pixel art graphics added to Bequerel Mine, Smash Stadium, and Gringey City.&lt;br /&gt;
&lt;br /&gt;
-MTS&lt;br /&gt;
&lt;br /&gt;
== Changes 5/1/24 ==&lt;br /&gt;
&lt;br /&gt;
*  &#039;rpc&#039; channel added for out-of-character roleplaying chat&lt;br /&gt;
*  &#039;rpc&#039; channel has two-way sync with #cleft-rp-osay on Discord&lt;br /&gt;
*  &#039;story&#039; note board added, which logs #cleft-roleplaying on Discord&lt;br /&gt;
*  doubled the length limit for notes&lt;br /&gt;
*  unread notes are listed when reconnecting from linkdead, not just on logon&lt;br /&gt;
 &lt;br /&gt;
For Mudlet:&lt;br /&gt;
*  pixel art graphics added to Mongrelia, Honey I Shrunk the PCs, and Kakariko Village&lt;br /&gt;
 &lt;br /&gt;
For builders:&lt;br /&gt;
*  new off flag ai_potiondrinker (thanks Bea!)&lt;br /&gt;
*  &#039;mob asset $n pixels&#039; will default to the mob&#039;s current pixelartvnum&lt;br /&gt;
 &lt;br /&gt;
MTS&lt;br /&gt;
&lt;br /&gt;
== Changes 4/1/24 ==&lt;br /&gt;
&lt;br /&gt;
* &#039;config&#039; has been reformatted and now includes pose, presence, and desc&lt;br /&gt;
* &#039;graffiti&#039; skill added for spraying messages on top of room descs&lt;br /&gt;
* added hints describing &#039;pose&#039; and &#039;presence&#039;&lt;br /&gt;
* cleaned up the &#039;commands&#039; list, especially by hiding config commands&lt;br /&gt;
&lt;br /&gt;
For Mudlet:&lt;br /&gt;
* pixel art graphics added to Chalk Zone, Lete River, Monstro Town, Faron&lt;br /&gt;
Woods, Sulfataska Mountain Range, Crysta, Moogle Cave, and Rocket Town&lt;br /&gt;
* suppressFontResize, soundOn, and secondaryHeight settings persist better&lt;br /&gt;
* squelched the excessive &#039;INFO&#039; messages that spawn on connection&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
== Changes 3/2/24 == &lt;br /&gt;
&lt;br /&gt;
* Blight and Osmosis drop HP and MP regen, respectively, to 0 instead of 25%&lt;br /&gt;
* opening a door or object will attempt to unlock it first, if appropriate&lt;br /&gt;
* scrolls no longer get used up if they fail due to bad syntax&lt;br /&gt;
* staffs no longer use charges if they fail due to bad syntax&lt;br /&gt;
* the HP/MP regen bonus from Wisdom is now modified by effects and room&lt;br /&gt;
characteristics. Expect better regen while sleeping and worse while hungry &lt;br /&gt;
* damage-over-time effects will now notify you when their damage awakens you&lt;br /&gt;
* fixed a potential memory leak in Skeleton Crew&lt;br /&gt;
* steal no longer gives weird messages when stealing random items or coins&lt;br /&gt;
* typing &#039;sl&#039; now maps to &#039;sleep&#039; instead of &#039;slam&#039;&lt;br /&gt;
* bloodsucking moogles now gives the correct behavior&lt;br /&gt;
* Doom Reverb does the intended bonus damage on echomagic (thanks Benamas)&lt;br /&gt;
* the %l prompt variable no longer provides inaccurate days (thanks Benamas)&lt;br /&gt;
* &amp;quot;undo&amp;quot; during weapon selection no longer removes spierce from thieves&lt;br /&gt;
* Carsanborg now handles multiline inputs from Discord&lt;br /&gt;
* fixed a bug where invoking &#039;consider&#039; via &#039;look&#039; used the wrong target&lt;br /&gt;
* fixed a bug where whirlwind sometimes just wouldn&#039;t work&lt;br /&gt;
* fixed a color bleed bug&lt;br /&gt;
 &lt;br /&gt;
For Mudlet:&lt;br /&gt;
* pixel art graphics added to Lasacul, Truce Canyon, Guardia Fields, Cave of&lt;br /&gt;
Waterfalls, Douglas Island, Zigolis Swamp, Luon Highway, Saturn Valley, and&lt;br /&gt;
the tutorial area&lt;br /&gt;
* Mudlet has numpad navigation (2=north, 4=west, etc.)&lt;br /&gt;
* Mudlet has chat scroll shortcuts (Shift-PgUp, Shift-PgDn, Shift-Ctrl-Enter)&lt;br /&gt;
* fixed a bug where Mudlet wasn&#039;t auto-updating correctly&lt;br /&gt;
* tertiary panel art will automatically clear during combat&lt;br /&gt;
 &lt;br /&gt;
For builders:&lt;br /&gt;
* gedit no longer crashes the game (thanks Benamas)&lt;br /&gt;
* pixelartvnum added to medit, allowing override of a mob&#039;s pixel art&lt;br /&gt;
* display pixel art via mobprog, e.g. &#039;mob asset $n pixels 1000&#039;&lt;br /&gt;
* change a mob&#039;s pixel art via mobprog, e.g. &#039;mob face pixels 1000&#039;&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
== Change 2/11/24 ==&lt;br /&gt;
&lt;br /&gt;
* The vehicle summoned from the &#039;Phantom Motorcycle&#039; skill is now considered an&lt;br /&gt;
&#039;indoor&#039; vehicle&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
-Lilly&lt;br /&gt;
&lt;br /&gt;
== Changes 2/2/24 ==&lt;br /&gt;
&lt;br /&gt;
* pixel art graphics have been added to Viorar, Suburbia, and Rabite Forest&lt;br /&gt;
(see previous change note for details)&lt;br /&gt;
* bug fixed where closed containers couldn&#039;t be picked up without &#039;get all&#039;&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
== Truce has some graphics (11 Jan 2024) ==&lt;br /&gt;
&lt;br /&gt;
First, use Mudlet.&lt;br /&gt;
&lt;br /&gt;
Second, install the latest Cleft of Dimensions package. It should automatically&lt;br /&gt;
update itself on login, but it&#039;s also available at&lt;br /&gt;
https://cleftofdimensions.net/clients/cleftofdimensions.mpackage.&lt;br /&gt;
&lt;br /&gt;
Third, type &amp;quot;pixelart&amp;quot; to toggle the pixel art setting on and off.&lt;br /&gt;
&lt;br /&gt;
Fourth, look at NPCs in Truce!&lt;br /&gt;
&lt;br /&gt;
Viorar&#039;s next.&lt;br /&gt;
&lt;br /&gt;
 - MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= 2023 Change Notes =&lt;br /&gt;
&lt;br /&gt;
== Changes 13 Jun 23 ==&lt;br /&gt;
- shield slam no longer removes your shield, but halves your shield block chance for a round or so after using&lt;br /&gt;
- shield slam receives a damage bonus proportional to the amount of AC your shield grants&lt;br /&gt;
- retort can now be used without blocking first, but with quadruple lag time (16 beats vs 4)&lt;br /&gt;
- lionhearted and brinksmanship should deliberately ignore any extra CURRENT hp from courage&lt;br /&gt;
- indomitable should ignore extra MAX hp from courage&lt;br /&gt;
- if practiced above 60%, endure will now automatically trigger upon lethal damage, but with triple the already-high cooldown&lt;br /&gt;
- since it makes saves useless, zeal now gives a physical damage bonus proportional to half your saves bonus when active&lt;br /&gt;
&lt;br /&gt;
- ninjas&#039; flee bonus was incorrectly being given to merchants instead&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 16 May 23 ==&lt;br /&gt;
- cider decreased from 8 to 6 thirst quenched&lt;br /&gt;
- ale increased from 10 to 12 proof&lt;br /&gt;
- sorry, Belfry now only allows one summoned flock at a time&lt;br /&gt;
- the Exit spell should no longer reveal room vnums&lt;br /&gt;
- legacy spell standardization:  Fire lag increased from 8 to 12, Fira/Thundara lag increased from 12 to 16, Thundaga lag increased from 12 to 24, Blizzaga lag reduced from 32 to 24&lt;br /&gt;
- fixed Skeleton Crew skeleton names&lt;br /&gt;
- day name in prompts should be correct now&lt;br /&gt;
- vampire priests receive their saber spells at the correct levels&lt;br /&gt;
- Encore will actually disallow stacking certain effects, instead of lying that it can&#039;t and doing it anyway&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
- &#039;builders&#039; command fixed (ignore the compile warning)&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
Older changes have been archived&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Main_Page&amp;diff=4894</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Main_Page&amp;diff=4894"/>
		<updated>2024-09-26T14:37:17Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: Added link to the Festival under Special Events&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file:Logo.png|center|400px|link=https://www.cleftofdimensions.net]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%&amp;quot; &lt;br /&gt;
! style=&amp;quot;width: 25%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Gameplay Info&lt;br /&gt;
! style=&amp;quot;width: 25%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Game Content&lt;br /&gt;
! style=&amp;quot;width: 25%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Roleplaying&lt;br /&gt;
! style=&amp;quot;width: 25%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Community&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-------------------------------------------------------------------------------------&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: rgba(32, 215, 112, 0.33);&amp;quot; | &lt;br /&gt;
;[[Newbie Guide|&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;Newbie Guide&amp;lt;/span&amp;gt;]]&lt;br /&gt;
;[[Classes]]&lt;br /&gt;
:[[Knight]] • [[Warrior]] • [[Thief]] • [[Wizard]] • [[Priest]] • [[Summoner]] • [[Geomancer]] • [[Dancer]]&lt;br /&gt;
&lt;br /&gt;
;[[Races]]&lt;br /&gt;
:&#039;&#039;&#039;[[:Category:Creatures|List of Races]]&#039;&#039;&#039; • [[Humans]] • [[Espers]] • [[Giganto]] • [[Hylians]] • [[Koopas]] • [[Moogles]] • [[Matangui]] • [[Pumpkinheads]] • [[Reploids]] • [[Saiyans]] • [[Kirbies]] •  [[Jumi]] • [[Lobstermen]] • [[Nui]] • [[Ranboobs]] • [[Kokiri]]&lt;br /&gt;
&lt;br /&gt;
;[[Statistics|Player Statistics]]&lt;br /&gt;
&lt;br /&gt;
;[[Skills]] and [[Spells]]&lt;br /&gt;
:[[Quest Skills]]&lt;br /&gt;
&lt;br /&gt;
;[[Item Types]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-------------------------------------------------------------------------------------&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: rgba(32, 215, 112, 0.33);&amp;quot; | &lt;br /&gt;
;[[Portal:Areas|&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;Areas Portal&amp;lt;/span&amp;gt;]]&lt;br /&gt;
:&#039;&#039;&#039;[[Geography]]&#039;&#039;&#039; • [[Area of the Month]] • [[:Category:Areas|List of Areas]] • [[Economy]] •  [[Player_Housing|Player Housing]]&lt;br /&gt;
&lt;br /&gt;
;[[Portal:Lore|&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;Lore Portal&amp;lt;/span&amp;gt;]]&lt;br /&gt;
:&#039;&#039;&#039;[[History]]&#039;&#039;&#039; • [[:Category:Non-player Characters|List of Non-player Characters]] • [[Religion]] • [[Layers of the Cleft]] • [[Magic]]&lt;br /&gt;
&lt;br /&gt;
;[[Special Events]]&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;[[Hikari_no_Matsuri]]&#039;&#039;&#039;&#039;&#039; •&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;[[2012 Scavenger Hunt]]&amp;lt;/span&amp;gt; • [[2010 Fall Deathmatch]] • [[DK Coins|2010 Scavenger Hunt - DK Coins]] • [[Chaos Clans]] • [[Minigames]] • [[Utensil Wars]]&lt;br /&gt;
&lt;br /&gt;
;[[Physics]]&lt;br /&gt;
:[[Astronomy]] • [[Time]]&lt;br /&gt;
&lt;br /&gt;
;[[Raid Bosses]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-------------------------------------------------------------------------------------&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: rgba(32, 215, 112, 0.33);&amp;quot; | &lt;br /&gt;
;&#039;&#039;&#039;[[Portal:RP|&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;RP Portal&amp;lt;/span&amp;gt;]]&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;[[Major Story Arcs]]&#039;&#039;&#039;&lt;br /&gt;
:[[:Category:Player Characters|List of Player Characters]] • [[Character Applications]] • [[Rules for Creating Player Character Articles]] • [[RP_Logs|RP Logs]]• [[World_Notes|World Notes]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;[[Clans]]&#039;&#039;&#039;&lt;br /&gt;
:[[:Category:Clans|List of Clans]] • [[Clan Halls]]&lt;br /&gt;
&lt;br /&gt;
;[http://cleftchatbeta.forumotion.com/ Cleft of Dimensions RP Forum]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: rgba(32, 215, 112, 0.33);&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
;Miscellaneous&lt;br /&gt;
:[[Recipes]] • [[Music of the Cleft]] • [[Immortal_Shops|Immortal Shops]] • [[Credits|MUD Credits]] • [[MUD Clients]]&lt;br /&gt;
&lt;br /&gt;
;Staff Updates&lt;br /&gt;
:[[Staff_Meeting_Minutes#Staff_Meeting_2-29-2020|Staff Meeting Minutes for 2-29-2020]]&lt;br /&gt;
:[[Staff_Meeting_Minutes#Staff_Meeting_2-16-2019|Staff Meeting Minutes for 2-16-2019]]&lt;br /&gt;
:[[Staff_Meeting_Minutes#Staff_Meeting_1-3-2018|Staff Meeting Minutes for 1-3-2018]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- ###################################################################################### --&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%&amp;quot; &lt;br /&gt;
! style=&amp;quot;width: 33%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Game Updates&lt;br /&gt;
! style=&amp;quot;width: 33%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0340a6;&amp;quot; | Area of the Month&lt;br /&gt;
! style=&amp;quot;width: 33%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0340a6;&amp;quot; | Featured Article&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-------------------------------------------------------------------------------------&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: rgba(32, 215, 112, 0.33);&amp;quot; | &lt;br /&gt;
[[Changes_Log|&#039;&#039;&#039;Most Recent Updates to The Cleft of Dimensions&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
* [[Changes_Log#Changes_9/2/24|Changes 9/2/24]]: Upgrades to Discorod RP/CoD Syncs&lt;br /&gt;
* [[Changes_Log#Changes_8/3/24|Changes 8/3/24]]: trash -&amp;gt; thing, Discord RP/CoD fixes&lt;br /&gt;
* [[Changes_Log#Changes_7/1/24|Changes 7/1/24]]: Bug and crash fixes, lots of pixel art&lt;br /&gt;
* [[Changes_Log#Changes_6/1/24|Changes 6/1/24]]: Brownout Spell, more pixel art added&lt;br /&gt;
* [[Changes_Log#Changes_5/1/24|Changes 5/1/24]]: RPC channel creation, more pixel art, ai_potiondrinker flag&lt;br /&gt;
* [[Changes_Log#Changes_4/1/24|Changes 4/1/24]]: Pose/presence updates, more pixel art&lt;br /&gt;
* [[Changes_Log#Changes_3/2/24|Changes 3/2/24]]: Output and Mudlet changes, more pixel art&lt;br /&gt;
* [[Changes_Log#Change_2/11/24|Change 2/11/24]]: Phantom Motorcycle works indoors&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: rgba(32, 215, 112, 0.33);&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;[[Area_of_the_Month | Area of the Month]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Area of the Month for August 2023 is [[August_2023:_Carnival_Night_Zone|Carnival Night Zone]]!&lt;br /&gt;
&lt;br /&gt;
Book a hotel room, risk your money at the casino, then turn your chips into [[Player_Housing|restring tokens]]!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-------------------------------------------------------------------------------------&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: rgba(32, 215, 112, 0.33);&amp;quot; | &lt;br /&gt;
{{FeaturedArticle}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%&amp;quot; &lt;br /&gt;
! style=&amp;quot;width: 33%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Builder Compendium&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: rgba(32, 215, 112, 0.33);&amp;quot; | &lt;br /&gt;
;Builder Info&lt;br /&gt;
:[[Building Guide]] • [[Mprog Compendium]] • [[Flags Compendium]] • [[Builder Applications]] • [[Forum For Proposing Racial Abilities]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
On this page, we will try to present and iron out all the hard facts of the [telnet://cleftofdimensions.net:4354 Cleft of Dimensions] universe. Yes, we&#039;re probably making a lot of this stuff up as we go along. Regardless - this is canon in the making!&lt;br /&gt;
&lt;br /&gt;
Any and all CoD staff members are invited to make contributions to the article pages. However, if you&#039;re adding something controversial, make sure to discuss it on a discussion page first. All CoD players are invited to make contributions to the discussion pages, but I ask that you don&#039;t modify the article pages.&amp;lt;br&amp;gt;&lt;br /&gt;
- MTS 11:02, 5 February 2006 (PST)&lt;br /&gt;
&lt;br /&gt;
Clan leaders can create and edit pages for their clan at their discretion, also. This way, we resolve the headache of keeping the main website updated continually.&amp;lt;br&amp;gt;&lt;br /&gt;
- Ben 10:27, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nature and Nature&#039;s Laws lay hid in night;&amp;lt;br&amp;gt;God said, &#039;Let Newton be!&#039; -- And all was light.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Main_Page&amp;diff=4893</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Main_Page&amp;diff=4893"/>
		<updated>2024-09-26T14:26:32Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file:Logo.png|center|400px|link=https://www.cleftofdimensions.net]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%&amp;quot; &lt;br /&gt;
! style=&amp;quot;width: 25%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Gameplay Info&lt;br /&gt;
! style=&amp;quot;width: 25%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Game Content&lt;br /&gt;
! style=&amp;quot;width: 25%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Roleplaying&lt;br /&gt;
! style=&amp;quot;width: 25%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Community&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-------------------------------------------------------------------------------------&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: rgba(32, 215, 112, 0.33);&amp;quot; | &lt;br /&gt;
;[[Newbie Guide|&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;Newbie Guide&amp;lt;/span&amp;gt;]]&lt;br /&gt;
;[[Classes]]&lt;br /&gt;
:[[Knight]] • [[Warrior]] • [[Thief]] • [[Wizard]] • [[Priest]] • [[Summoner]] • [[Geomancer]] • [[Dancer]]&lt;br /&gt;
&lt;br /&gt;
;[[Races]]&lt;br /&gt;
:&#039;&#039;&#039;[[:Category:Creatures|List of Races]]&#039;&#039;&#039; • [[Humans]] • [[Espers]] • [[Giganto]] • [[Hylians]] • [[Koopas]] • [[Moogles]] • [[Matangui]] • [[Pumpkinheads]] • [[Reploids]] • [[Saiyans]] • [[Kirbies]] •  [[Jumi]] • [[Lobstermen]] • [[Nui]] • [[Ranboobs]] • [[Kokiri]]&lt;br /&gt;
&lt;br /&gt;
;[[Statistics|Player Statistics]]&lt;br /&gt;
&lt;br /&gt;
;[[Skills]] and [[Spells]]&lt;br /&gt;
:[[Quest Skills]]&lt;br /&gt;
&lt;br /&gt;
;[[Item Types]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-------------------------------------------------------------------------------------&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: rgba(32, 215, 112, 0.33);&amp;quot; | &lt;br /&gt;
;[[Portal:Areas|&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;Areas Portal&amp;lt;/span&amp;gt;]]&lt;br /&gt;
:&#039;&#039;&#039;[[Geography]]&#039;&#039;&#039; • [[Area of the Month]] • [[:Category:Areas|List of Areas]] • [[Economy]] •  [[Player_Housing|Player Housing]]&lt;br /&gt;
&lt;br /&gt;
;[[Portal:Lore|&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;Lore Portal&amp;lt;/span&amp;gt;]]&lt;br /&gt;
:&#039;&#039;&#039;[[History]]&#039;&#039;&#039; • [[:Category:Non-player Characters|List of Non-player Characters]] • [[Religion]] • [[Layers of the Cleft]] • [[Magic]]&lt;br /&gt;
&lt;br /&gt;
;[[Special Events]]&lt;br /&gt;
:&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;[[2012 Scavenger Hunt]]&amp;lt;/span&amp;gt; • [[2010 Fall Deathmatch]] • [[DK Coins|2010 Scavenger Hunt - DK Coins]] • [[Chaos Clans]] • [[Minigames]] • [[Utensil Wars]]&lt;br /&gt;
&lt;br /&gt;
;[[Physics]]&lt;br /&gt;
:[[Astronomy]] • [[Time]]&lt;br /&gt;
&lt;br /&gt;
;[[Raid Bosses]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-------------------------------------------------------------------------------------&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: rgba(32, 215, 112, 0.33);&amp;quot; | &lt;br /&gt;
;&#039;&#039;&#039;[[Portal:RP|&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;RP Portal&amp;lt;/span&amp;gt;]]&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;[[Major Story Arcs]]&#039;&#039;&#039;&lt;br /&gt;
:[[:Category:Player Characters|List of Player Characters]] • [[Character Applications]] • [[Rules for Creating Player Character Articles]] • [[RP_Logs|RP Logs]]• [[World_Notes|World Notes]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;[[Clans]]&#039;&#039;&#039;&lt;br /&gt;
:[[:Category:Clans|List of Clans]] • [[Clan Halls]]&lt;br /&gt;
&lt;br /&gt;
;[http://cleftchatbeta.forumotion.com/ Cleft of Dimensions RP Forum]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: rgba(32, 215, 112, 0.33);&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
;Miscellaneous&lt;br /&gt;
:[[Recipes]] • [[Music of the Cleft]] • [[Immortal_Shops|Immortal Shops]] • [[Credits|MUD Credits]] • [[MUD Clients]]&lt;br /&gt;
&lt;br /&gt;
;Staff Updates&lt;br /&gt;
:[[Staff_Meeting_Minutes#Staff_Meeting_2-29-2020|Staff Meeting Minutes for 2-29-2020]]&lt;br /&gt;
:[[Staff_Meeting_Minutes#Staff_Meeting_2-16-2019|Staff Meeting Minutes for 2-16-2019]]&lt;br /&gt;
:[[Staff_Meeting_Minutes#Staff_Meeting_1-3-2018|Staff Meeting Minutes for 1-3-2018]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- ###################################################################################### --&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%&amp;quot; &lt;br /&gt;
! style=&amp;quot;width: 33%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Game Updates&lt;br /&gt;
! style=&amp;quot;width: 33%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0340a6;&amp;quot; | Area of the Month&lt;br /&gt;
! style=&amp;quot;width: 33%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0340a6;&amp;quot; | Featured Article&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-------------------------------------------------------------------------------------&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: rgba(32, 215, 112, 0.33);&amp;quot; | &lt;br /&gt;
[[Changes_Log|&#039;&#039;&#039;Most Recent Updates to The Cleft of Dimensions&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
* [[Changes_Log#Changes_9/2/24|Changes 9/2/24]]: Upgrades to Discorod RP/CoD Syncs&lt;br /&gt;
* [[Changes_Log#Changes_8/3/24|Changes 8/3/24]]: trash -&amp;gt; thing, Discord RP/CoD fixes&lt;br /&gt;
* [[Changes_Log#Changes_7/1/24|Changes 7/1/24]]: Bug and crash fixes, lots of pixel art&lt;br /&gt;
* [[Changes_Log#Changes_6/1/24|Changes 6/1/24]]: Brownout Spell, more pixel art added&lt;br /&gt;
* [[Changes_Log#Changes_5/1/24|Changes 5/1/24]]: RPC channel creation, more pixel art, ai_potiondrinker flag&lt;br /&gt;
* [[Changes_Log#Changes_4/1/24|Changes 4/1/24]]: Pose/presence updates, more pixel art&lt;br /&gt;
* [[Changes_Log#Changes_3/2/24|Changes 3/2/24]]: Output and Mudlet changes, more pixel art&lt;br /&gt;
* [[Changes_Log#Change_2/11/24|Change 2/11/24]]: Phantom Motorcycle works indoors&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: rgba(32, 215, 112, 0.33);&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;[[Area_of_the_Month | Area of the Month]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Area of the Month for August 2023 is [[August_2023:_Carnival_Night_Zone|Carnival Night Zone]]!&lt;br /&gt;
&lt;br /&gt;
Book a hotel room, risk your money at the casino, then turn your chips into [[Player_Housing|restring tokens]]!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-------------------------------------------------------------------------------------&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: rgba(32, 215, 112, 0.33);&amp;quot; | &lt;br /&gt;
{{FeaturedArticle}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%&amp;quot; &lt;br /&gt;
! style=&amp;quot;width: 33%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Builder Compendium&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: rgba(32, 215, 112, 0.33);&amp;quot; | &lt;br /&gt;
;Builder Info&lt;br /&gt;
:[[Building Guide]] • [[Mprog Compendium]] • [[Flags Compendium]] • [[Builder Applications]] • [[Forum For Proposing Racial Abilities]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
On this page, we will try to present and iron out all the hard facts of the [telnet://cleftofdimensions.net:4354 Cleft of Dimensions] universe. Yes, we&#039;re probably making a lot of this stuff up as we go along. Regardless - this is canon in the making!&lt;br /&gt;
&lt;br /&gt;
Any and all CoD staff members are invited to make contributions to the article pages. However, if you&#039;re adding something controversial, make sure to discuss it on a discussion page first. All CoD players are invited to make contributions to the discussion pages, but I ask that you don&#039;t modify the article pages.&amp;lt;br&amp;gt;&lt;br /&gt;
- MTS 11:02, 5 February 2006 (PST)&lt;br /&gt;
&lt;br /&gt;
Clan leaders can create and edit pages for their clan at their discretion, also. This way, we resolve the headache of keeping the main website updated continually.&amp;lt;br&amp;gt;&lt;br /&gt;
- Ben 10:27, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nature and Nature&#039;s Laws lay hid in night;&amp;lt;br&amp;gt;God said, &#039;Let Newton be!&#039; -- And all was light.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Changes_Log&amp;diff=4892</id>
		<title>Changes Log</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Changes_Log&amp;diff=4892"/>
		<updated>2024-09-26T14:22:42Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: Changelog catchup time! All the way up to 9/2/24!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Cleft of Dimensions is constantly being updated, poked, prodded, and tweaked. To keep everyone informed of the various changes, the Immortals semi-regularly post Change Notes in-game.&lt;br /&gt;
This page will copy those notes as well.&lt;br /&gt;
&lt;br /&gt;
= 2024 Change Notes =&lt;br /&gt;
&lt;br /&gt;
== Changes 9/2/24 ==&lt;br /&gt;
&lt;br /&gt;
*Various upgrades made to Discord/CoD RP Sync&lt;br /&gt;
&lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
== Changes 8/3/24 ==&lt;br /&gt;
&lt;br /&gt;
*  &#039;trash&#039; items are now &#039;thing&#039; items&lt;br /&gt;
*  &#039;ambience&#039; config command added to toggle sun &amp;amp; weather update messages&lt;br /&gt;
*  &#039;quiet&#039; characters no longer see others connecting/disconnecting&lt;br /&gt;
*  CoD no longer crashes when a veedio is destroyed&lt;br /&gt;
*  borg!disconnect added for Discord RP two-way sync&lt;br /&gt;
*  reduced latency on Discord RP two-way sync&lt;br /&gt;
*  cleaned up author names on in/out-going sync&#039;d RP messages&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
== Changes 7/1/24 ==&lt;br /&gt;
&lt;br /&gt;
*Fix for Remorting crash&lt;br /&gt;
*Toggling &#039;pixelart&#039; no longer toggles &#039;lessviolent&#039; (&amp;amp; v/v) (Thanks Bea!)&lt;br /&gt;
*Toggling &#039;autoreplay&#039; no longer toggles &#039;compactchat&#039; (&amp;amp; v/v) (Thanks Bea!)&lt;br /&gt;
*Quezacotls Wrath is less likely to crash the game&lt;br /&gt;
&lt;br /&gt;
For Mudlet:&lt;br /&gt;
*Pixel art graphics added to Mt. Nibelheim, Fort Walla Walla,  Wutai, Gigan Canyon, Milky Well, Kett&#039;s Rooms, Booster Tower, Donut Plains, Joel Island, and Midnight Gardens&lt;br /&gt;
&lt;br /&gt;
For Builders:&lt;br /&gt;
* $A, $E, $M, $o, $O, $p, $P, $S, $t, and $T should no longer crash the game when used in ACT mobprogs.&lt;br /&gt;
&lt;br /&gt;
-MTS&lt;br /&gt;
&lt;br /&gt;
== Changes 6/1/24 ==&lt;br /&gt;
&lt;br /&gt;
* Brownout spell added&lt;br /&gt;
&lt;br /&gt;
For Mudlet:&lt;br /&gt;
* Pixel art graphics added to Bequerel Mine, Smash Stadium, and Gringey City.&lt;br /&gt;
&lt;br /&gt;
-MTS&lt;br /&gt;
&lt;br /&gt;
== Changes 5/1/24 ==&lt;br /&gt;
&lt;br /&gt;
*  &#039;rpc&#039; channel added for out-of-character roleplaying chat&lt;br /&gt;
*  &#039;rpc&#039; channel has two-way sync with #cleft-rp-osay on Discord&lt;br /&gt;
*  &#039;story&#039; note board added, which logs #cleft-roleplaying on Discord&lt;br /&gt;
*  doubled the length limit for notes&lt;br /&gt;
*  unread notes are listed when reconnecting from linkdead, not just on logon&lt;br /&gt;
 &lt;br /&gt;
For Mudlet:&lt;br /&gt;
*  pixel art graphics added to Mongrelia, Honey I Shrunk the PCs, and Kakariko Village&lt;br /&gt;
 &lt;br /&gt;
For builders:&lt;br /&gt;
*  new off flag ai_potiondrinker (thanks Bea!)&lt;br /&gt;
*  &#039;mob asset $n pixels&#039; will default to the mob&#039;s current pixelartvnum&lt;br /&gt;
 &lt;br /&gt;
MTS&lt;br /&gt;
&lt;br /&gt;
== Changes 4/1/24 ==&lt;br /&gt;
&lt;br /&gt;
* &#039;config&#039; has been reformatted and now includes pose, presence, and desc&lt;br /&gt;
* &#039;graffiti&#039; skill added for spraying messages on top of room descs&lt;br /&gt;
* added hints describing &#039;pose&#039; and &#039;presence&#039;&lt;br /&gt;
* cleaned up the &#039;commands&#039; list, especially by hiding config commands&lt;br /&gt;
&lt;br /&gt;
For Mudlet:&lt;br /&gt;
* pixel art graphics added to Chalk Zone, Lete River, Monstro Town, Faron&lt;br /&gt;
Woods, Sulfataska Mountain Range, Crysta, Moogle Cave, and Rocket Town&lt;br /&gt;
* suppressFontResize, soundOn, and secondaryHeight settings persist better&lt;br /&gt;
* squelched the excessive &#039;INFO&#039; messages that spawn on connection&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
== Changes 3/2/24 == &lt;br /&gt;
&lt;br /&gt;
* Blight and Osmosis drop HP and MP regen, respectively, to 0 instead of 25%&lt;br /&gt;
* opening a door or object will attempt to unlock it first, if appropriate&lt;br /&gt;
* scrolls no longer get used up if they fail due to bad syntax&lt;br /&gt;
* staffs no longer use charges if they fail due to bad syntax&lt;br /&gt;
* the HP/MP regen bonus from Wisdom is now modified by effects and room&lt;br /&gt;
characteristics. Expect better regen while sleeping and worse while hungry &lt;br /&gt;
* damage-over-time effects will now notify you when their damage awakens you&lt;br /&gt;
* fixed a potential memory leak in Skeleton Crew&lt;br /&gt;
* steal no longer gives weird messages when stealing random items or coins&lt;br /&gt;
* typing &#039;sl&#039; now maps to &#039;sleep&#039; instead of &#039;slam&#039;&lt;br /&gt;
* bloodsucking moogles now gives the correct behavior&lt;br /&gt;
* Doom Reverb does the intended bonus damage on echomagic (thanks Benamas)&lt;br /&gt;
* the %l prompt variable no longer provides inaccurate days (thanks Benamas)&lt;br /&gt;
* &amp;quot;undo&amp;quot; during weapon selection no longer removes spierce from thieves&lt;br /&gt;
* Carsanborg now handles multiline inputs from Discord&lt;br /&gt;
* fixed a bug where invoking &#039;consider&#039; via &#039;look&#039; used the wrong target&lt;br /&gt;
* fixed a bug where whirlwind sometimes just wouldn&#039;t work&lt;br /&gt;
* fixed a color bleed bug&lt;br /&gt;
 &lt;br /&gt;
For Mudlet:&lt;br /&gt;
* pixel art graphics added to Lasacul, Truce Canyon, Guardia Fields, Cave of&lt;br /&gt;
Waterfalls, Douglas Island, Zigolis Swamp, Luon Highway, Saturn Valley, and&lt;br /&gt;
the tutorial area&lt;br /&gt;
* Mudlet has numpad navigation (2=north, 4=west, etc.)&lt;br /&gt;
* Mudlet has chat scroll shortcuts (Shift-PgUp, Shift-PgDn, Shift-Ctrl-Enter)&lt;br /&gt;
* fixed a bug where Mudlet wasn&#039;t auto-updating correctly&lt;br /&gt;
* tertiary panel art will automatically clear during combat&lt;br /&gt;
 &lt;br /&gt;
For builders:&lt;br /&gt;
* gedit no longer crashes the game (thanks Benamas)&lt;br /&gt;
* pixelartvnum added to medit, allowing override of a mob&#039;s pixel art&lt;br /&gt;
* display pixel art via mobprog, e.g. &#039;mob asset $n pixels 1000&#039;&lt;br /&gt;
* change a mob&#039;s pixel art via mobprog, e.g. &#039;mob face pixels 1000&#039;&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
== Change 2/11/24 ==&lt;br /&gt;
&lt;br /&gt;
* The vehicle summoned from the &#039;Phantom Motorcycle&#039; skill is now considered an&lt;br /&gt;
&#039;indoor&#039; vehicle&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
-Lilly&lt;br /&gt;
&lt;br /&gt;
== Changes 2/2/24 ==&lt;br /&gt;
&lt;br /&gt;
* pixel art graphics have been added to Viorar, Suburbia, and Rabite Forest&lt;br /&gt;
(see previous change note for details)&lt;br /&gt;
* bug fixed where closed containers couldn&#039;t be picked up without &#039;get all&#039;&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
== Truce has some graphics (11 Jan 2024) ==&lt;br /&gt;
&lt;br /&gt;
First, use Mudlet.&lt;br /&gt;
&lt;br /&gt;
Second, install the latest Cleft of Dimensions package. It should automatically&lt;br /&gt;
update itself on login, but it&#039;s also available at&lt;br /&gt;
https://cleftofdimensions.net/clients/cleftofdimensions.mpackage.&lt;br /&gt;
&lt;br /&gt;
Third, type &amp;quot;pixelart&amp;quot; to toggle the pixel art setting on and off.&lt;br /&gt;
&lt;br /&gt;
Fourth, look at NPCs in Truce!&lt;br /&gt;
&lt;br /&gt;
Viorar&#039;s next.&lt;br /&gt;
&lt;br /&gt;
 - MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= 2023 Change Notes =&lt;br /&gt;
&lt;br /&gt;
== Changes 13 Jun 23 ==&lt;br /&gt;
- shield slam no longer removes your shield, but halves your shield block chance for a round or so after using&lt;br /&gt;
- shield slam receives a damage bonus proportional to the amount of AC your shield grants&lt;br /&gt;
- retort can now be used without blocking first, but with quadruple lag time (16 beats vs 4)&lt;br /&gt;
- lionhearted and brinksmanship should deliberately ignore any extra CURRENT hp from courage&lt;br /&gt;
- indomitable should ignore extra MAX hp from courage&lt;br /&gt;
- if practiced above 60%, endure will now automatically trigger upon lethal damage, but with triple the already-high cooldown&lt;br /&gt;
- since it makes saves useless, zeal now gives a physical damage bonus proportional to half your saves bonus when active&lt;br /&gt;
&lt;br /&gt;
- ninjas&#039; flee bonus was incorrectly being given to merchants instead&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 16 May 23 ==&lt;br /&gt;
- cider decreased from 8 to 6 thirst quenched&lt;br /&gt;
- ale increased from 10 to 12 proof&lt;br /&gt;
- sorry, Belfry now only allows one summoned flock at a time&lt;br /&gt;
- the Exit spell should no longer reveal room vnums&lt;br /&gt;
- legacy spell standardization:  Fire lag increased from 8 to 12, Fira/Thundara lag increased from 12 to 16, Thundaga lag increased from 12 to 24, Blizzaga lag reduced from 32 to 24&lt;br /&gt;
- fixed Skeleton Crew skeleton names&lt;br /&gt;
- day name in prompts should be correct now&lt;br /&gt;
- vampire priests receive their saber spells at the correct levels&lt;br /&gt;
- Encore will actually disallow stacking certain effects, instead of lying that it can&#039;t and doing it anyway&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
- &#039;builders&#039; command fixed (ignore the compile warning)&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
Older changes have been archived&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Main_Page&amp;diff=4712</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Main_Page&amp;diff=4712"/>
		<updated>2024-05-03T10:58:20Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: Added link to 5/1/24 changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file:Logo.png|center|400px|link=https://www.cleftofdimensions.net]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%&amp;quot; &lt;br /&gt;
! style=&amp;quot;width: 25%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Gameplay Info&lt;br /&gt;
! style=&amp;quot;width: 25%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Game Content&lt;br /&gt;
! style=&amp;quot;width: 25%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Roleplaying&lt;br /&gt;
! style=&amp;quot;width: 25%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Community&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-------------------------------------------------------------------------------------&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: rgba(32, 215, 112, 0.33);&amp;quot; | &lt;br /&gt;
;[[Newbie Guide|&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;Newbie Guide&amp;lt;/span&amp;gt;]]&lt;br /&gt;
;[[Classes]]&lt;br /&gt;
:[[Knight]] • [[Warrior]] • [[Thief]] • [[Wizard]] • [[Priest]] • [[Summoner]] • [[Geomancer]] • [[Dancer]]&lt;br /&gt;
&lt;br /&gt;
;[[Races]]&lt;br /&gt;
:&#039;&#039;&#039;[[:Category:Creatures|List of Races]]&#039;&#039;&#039; • [[Humans]] • [[Espers]] • [[Giganto]] • [[Hylians]] • [[Koopas]] • [[Moogles]] • [[Matangui]] • [[Pumpkinheads]] • [[Reploids]] • [[Saiyans]] • [[Kirbies]] •  [[Jumi]] • [[Lobstermen]] • [[Nui]] • [[Ranboobs]] • [[Kokiri]]&lt;br /&gt;
&lt;br /&gt;
;[[Statistics|Player Statistics]]&lt;br /&gt;
&lt;br /&gt;
;[[Skills]] and [[Spells]]&lt;br /&gt;
:[[Quest Skills]]&lt;br /&gt;
&lt;br /&gt;
;[[Item Types]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-------------------------------------------------------------------------------------&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: rgba(32, 215, 112, 0.33);&amp;quot; | &lt;br /&gt;
;[[Portal:Areas|&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;Areas Portal&amp;lt;/span&amp;gt;]]&lt;br /&gt;
:&#039;&#039;&#039;[[Geography]]&#039;&#039;&#039; • [[Area of the Month]] • [[:Category:Areas|List of Areas]] • [[Economy]] •  [[Player_Housing|Player Housing]]&lt;br /&gt;
&lt;br /&gt;
;[[Portal:Lore|&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;Lore Portal&amp;lt;/span&amp;gt;]]&lt;br /&gt;
:&#039;&#039;&#039;[[History]]&#039;&#039;&#039; • [[:Category:Non-player Characters|List of Non-player Characters]] • [[Religion]] • [[Layers of the Cleft]] • [[Magic]]&lt;br /&gt;
&lt;br /&gt;
;[[Special Events]]&lt;br /&gt;
:&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;[[2012 Scavenger Hunt]]&amp;lt;/span&amp;gt; • [[2010 Fall Deathmatch]] • [[DK Coins|2010 Scavenger Hunt - DK Coins]] • [[Chaos Clans]] • [[Minigames]] • [[Utensil Wars]]&lt;br /&gt;
&lt;br /&gt;
;[[Physics]]&lt;br /&gt;
:[[Astronomy]] • [[Time]]&lt;br /&gt;
&lt;br /&gt;
;[[Raid Bosses]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-------------------------------------------------------------------------------------&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: rgba(32, 215, 112, 0.33);&amp;quot; | &lt;br /&gt;
;&#039;&#039;&#039;[[Portal:RP|&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;RP Portal&amp;lt;/span&amp;gt;]]&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;[[Major Story Arcs]]&#039;&#039;&#039;&lt;br /&gt;
:[[:Category:Player Characters|List of Player Characters]] • [[Character Applications]] • [[Rules for Creating Player Character Articles]] • [[RP_Logs|RP Logs]]• [[World_Notes|World Notes]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;[[Clans]]&#039;&#039;&#039;&lt;br /&gt;
:[[:Category:Clans|List of Clans]] • [[Clan Halls]]&lt;br /&gt;
&lt;br /&gt;
;[http://cleftchatbeta.forumotion.com/ Cleft of Dimensions RP Forum]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: rgba(32, 215, 112, 0.33);&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
;Miscellaneous&lt;br /&gt;
:[[Recipes]] • [[Music of the Cleft]] • [[Immortal_Shops|Immortal Shops]] • [[Credits|MUD Credits]] • [[MUD Clients]]&lt;br /&gt;
&lt;br /&gt;
;Staff Updates&lt;br /&gt;
:[[Staff_Meeting_Minutes#Staff_Meeting_2-29-2020|Staff Meeting Minutes for 2-29-2020]]&lt;br /&gt;
:[[Staff_Meeting_Minutes#Staff_Meeting_2-16-2019|Staff Meeting Minutes for 2-16-2019]]&lt;br /&gt;
:[[Staff_Meeting_Minutes#Staff_Meeting_1-3-2018|Staff Meeting Minutes for 1-3-2018]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- ###################################################################################### --&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%&amp;quot; &lt;br /&gt;
! style=&amp;quot;width: 33%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Game Updates&lt;br /&gt;
! style=&amp;quot;width: 33%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0340a6;&amp;quot; | Area of the Month&lt;br /&gt;
! style=&amp;quot;width: 33%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0340a6;&amp;quot; | Featured Article&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-------------------------------------------------------------------------------------&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: rgba(32, 215, 112, 0.33);&amp;quot; | &lt;br /&gt;
[[Changes_Log|&#039;&#039;&#039;Most Recent Updates to The Cleft of Dimensions&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
* [[Changes_Log#Changes_5/1/24|Changes 5/1/24]]: RPC channel creation, more pixel art, ai_potiondrinker flag&lt;br /&gt;
* [[Changes_Log#Changes_4/1/24|Changes 4/1/24]]: Pose/presence updates, more pixel art&lt;br /&gt;
* [[Changes_Log#Changes_3/2/24|Changes 3/2/24]]: Output and Mudlet changes, more pixel art&lt;br /&gt;
* [[Changes_Log#Change_2/11/24|Change 2/11/24]]: Phantom Motorcycle works indoors&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: rgba(32, 215, 112, 0.33);&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;[[Area_of_the_Month | Area of the Month]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Area of the Month for August 2023 is [[August_2023:_Carnival_Night_Zone|Carnival Night Zone]]!&lt;br /&gt;
&lt;br /&gt;
Book a hotel room, risk your money at the casino, then turn your chips into [[Player_Housing|restring tokens]]!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-------------------------------------------------------------------------------------&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: rgba(32, 215, 112, 0.33);&amp;quot; | &lt;br /&gt;
{{FeaturedArticle}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%&amp;quot; &lt;br /&gt;
! style=&amp;quot;width: 33%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Builder Compendium&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: rgba(32, 215, 112, 0.33);&amp;quot; | &lt;br /&gt;
;Builder Info&lt;br /&gt;
:[[Building Guide]] • [[Mprog Compendium]] • [[Flags Compendium]] • [[Builder Applications]] • [[Forum For Proposing Racial Abilities]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
On this page, we will try to present and iron out all the hard facts of the [telnet://cleftofdimensions.net:4354 Cleft of Dimensions] universe. Yes, we&#039;re probably making a lot of this stuff up as we go along. Regardless - this is canon in the making!&lt;br /&gt;
&lt;br /&gt;
Any and all CoD staff members are invited to make contributions to the article pages. However, if you&#039;re adding something controversial, make sure to discuss it on a discussion page first. All CoD players are invited to make contributions to the discussion pages, but I ask that you don&#039;t modify the article pages.&amp;lt;br&amp;gt;&lt;br /&gt;
- MTS 11:02, 5 February 2006 (PST)&lt;br /&gt;
&lt;br /&gt;
Clan leaders can create and edit pages for their clan at their discretion, also. This way, we resolve the headache of keeping the main website updated continually.&amp;lt;br&amp;gt;&lt;br /&gt;
- Ben 10:27, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nature and Nature&#039;s Laws lay hid in night;&amp;lt;br&amp;gt;God said, &#039;Let Newton be!&#039; -- And all was light.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Changes_Log&amp;diff=4711</id>
		<title>Changes Log</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Changes_Log&amp;diff=4711"/>
		<updated>2024-05-03T10:57:04Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: Added 5/1/24 Change log&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Cleft of Dimensions is constantly being updated, poked, prodded, and tweaked. To keep everyone informed of the various changes, the Immortals semi-regularly post Change Notes in-game.&lt;br /&gt;
This page will copy those notes as well.&lt;br /&gt;
&lt;br /&gt;
= 2024 Change Notes =&lt;br /&gt;
&lt;br /&gt;
== Changes 5/1/24 ==&lt;br /&gt;
&lt;br /&gt;
*  &#039;rpc&#039; channel added for out-of-character roleplaying chat&lt;br /&gt;
*  &#039;rpc&#039; channel has two-way sync with #cleft-rp-osay on Discord&lt;br /&gt;
*  &#039;story&#039; note board added, which logs #cleft-roleplaying on Discord&lt;br /&gt;
*  doubled the length limit for notes&lt;br /&gt;
*  unread notes are listed when reconnecting from linkdead, not just on logon&lt;br /&gt;
 &lt;br /&gt;
For Mudlet:&lt;br /&gt;
*  pixel art graphics added to Mongrelia, Honey I Shrunk the PCs, and Kakariko Village&lt;br /&gt;
 &lt;br /&gt;
For builders:&lt;br /&gt;
*  new off flag ai_potiondrinker (thanks Bea!)&lt;br /&gt;
*  &#039;mob asset $n pixels&#039; will default to the mob&#039;s current pixelartvnum&lt;br /&gt;
 &lt;br /&gt;
MTS&lt;br /&gt;
&lt;br /&gt;
== Changes 4/1/24 ==&lt;br /&gt;
&lt;br /&gt;
* &#039;config&#039; has been reformatted and now includes pose, presence, and desc&lt;br /&gt;
* &#039;graffiti&#039; skill added for spraying messages on top of room descs&lt;br /&gt;
* added hints describing &#039;pose&#039; and &#039;presence&#039;&lt;br /&gt;
* cleaned up the &#039;commands&#039; list, especially by hiding config commands&lt;br /&gt;
&lt;br /&gt;
For Mudlet:&lt;br /&gt;
* pixel art graphics added to Chalk Zone, Lete River, Monstro Town, Faron&lt;br /&gt;
Woods, Sulfataska Mountain Range, Crysta, Moogle Cave, and Rocket Town&lt;br /&gt;
* suppressFontResize, soundOn, and secondaryHeight settings persist better&lt;br /&gt;
* squelched the excessive &#039;INFO&#039; messages that spawn on connection&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
== Changes 3/2/24 == &lt;br /&gt;
&lt;br /&gt;
* Blight and Osmosis drop HP and MP regen, respectively, to 0 instead of 25%&lt;br /&gt;
* opening a door or object will attempt to unlock it first, if appropriate&lt;br /&gt;
* scrolls no longer get used up if they fail due to bad syntax&lt;br /&gt;
* staffs no longer use charges if they fail due to bad syntax&lt;br /&gt;
* the HP/MP regen bonus from Wisdom is now modified by effects and room&lt;br /&gt;
characteristics. Expect better regen while sleeping and worse while hungry &lt;br /&gt;
* damage-over-time effects will now notify you when their damage awakens you&lt;br /&gt;
* fixed a potential memory leak in Skeleton Crew&lt;br /&gt;
* steal no longer gives weird messages when stealing random items or coins&lt;br /&gt;
* typing &#039;sl&#039; now maps to &#039;sleep&#039; instead of &#039;slam&#039;&lt;br /&gt;
* bloodsucking moogles now gives the correct behavior&lt;br /&gt;
* Doom Reverb does the intended bonus damage on echomagic (thanks Benamas)&lt;br /&gt;
* the %l prompt variable no longer provides inaccurate days (thanks Benamas)&lt;br /&gt;
* &amp;quot;undo&amp;quot; during weapon selection no longer removes spierce from thieves&lt;br /&gt;
* Carsanborg now handles multiline inputs from Discord&lt;br /&gt;
* fixed a bug where invoking &#039;consider&#039; via &#039;look&#039; used the wrong target&lt;br /&gt;
* fixed a bug where whirlwind sometimes just wouldn&#039;t work&lt;br /&gt;
* fixed a color bleed bug&lt;br /&gt;
 &lt;br /&gt;
For Mudlet:&lt;br /&gt;
* pixel art graphics added to Lasacul, Truce Canyon, Guardia Fields, Cave of&lt;br /&gt;
Waterfalls, Douglas Island, Zigolis Swamp, Luon Highway, Saturn Valley, and&lt;br /&gt;
the tutorial area&lt;br /&gt;
* Mudlet has numpad navigation (2=north, 4=west, etc.)&lt;br /&gt;
* Mudlet has chat scroll shortcuts (Shift-PgUp, Shift-PgDn, Shift-Ctrl-Enter)&lt;br /&gt;
* fixed a bug where Mudlet wasn&#039;t auto-updating correctly&lt;br /&gt;
* tertiary panel art will automatically clear during combat&lt;br /&gt;
 &lt;br /&gt;
For builders:&lt;br /&gt;
* gedit no longer crashes the game (thanks Benamas)&lt;br /&gt;
* pixelartvnum added to medit, allowing override of a mob&#039;s pixel art&lt;br /&gt;
* display pixel art via mobprog, e.g. &#039;mob asset $n pixels 1000&#039;&lt;br /&gt;
* change a mob&#039;s pixel art via mobprog, e.g. &#039;mob face pixels 1000&#039;&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
== Change 2/11/24 ==&lt;br /&gt;
&lt;br /&gt;
* The vehicle summoned from the &#039;Phantom Motorcycle&#039; skill is now considered an&lt;br /&gt;
&#039;indoor&#039; vehicle&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
-Lilly&lt;br /&gt;
&lt;br /&gt;
== Changes 2/2/24 ==&lt;br /&gt;
&lt;br /&gt;
* pixel art graphics have been added to Viorar, Suburbia, and Rabite Forest&lt;br /&gt;
(see previous change note for details)&lt;br /&gt;
* bug fixed where closed containers couldn&#039;t be picked up without &#039;get all&#039;&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
== Truce has some graphics (11 Jan 2024) ==&lt;br /&gt;
&lt;br /&gt;
First, use Mudlet.&lt;br /&gt;
&lt;br /&gt;
Second, install the latest Cleft of Dimensions package. It should automatically&lt;br /&gt;
update itself on login, but it&#039;s also available at&lt;br /&gt;
https://cleftofdimensions.net/clients/cleftofdimensions.mpackage.&lt;br /&gt;
&lt;br /&gt;
Third, type &amp;quot;pixelart&amp;quot; to toggle the pixel art setting on and off.&lt;br /&gt;
&lt;br /&gt;
Fourth, look at NPCs in Truce!&lt;br /&gt;
&lt;br /&gt;
Viorar&#039;s next.&lt;br /&gt;
&lt;br /&gt;
 - MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= 2023 Change Notes =&lt;br /&gt;
&lt;br /&gt;
== Changes 13 Jun 23 ==&lt;br /&gt;
- shield slam no longer removes your shield, but halves your shield block chance for a round or so after using&lt;br /&gt;
- shield slam receives a damage bonus proportional to the amount of AC your shield grants&lt;br /&gt;
- retort can now be used without blocking first, but with quadruple lag time (16 beats vs 4)&lt;br /&gt;
- lionhearted and brinksmanship should deliberately ignore any extra CURRENT hp from courage&lt;br /&gt;
- indomitable should ignore extra MAX hp from courage&lt;br /&gt;
- if practiced above 60%, endure will now automatically trigger upon lethal damage, but with triple the already-high cooldown&lt;br /&gt;
- since it makes saves useless, zeal now gives a physical damage bonus proportional to half your saves bonus when active&lt;br /&gt;
&lt;br /&gt;
- ninjas&#039; flee bonus was incorrectly being given to merchants instead&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 16 May 23 ==&lt;br /&gt;
- cider decreased from 8 to 6 thirst quenched&lt;br /&gt;
- ale increased from 10 to 12 proof&lt;br /&gt;
- sorry, Belfry now only allows one summoned flock at a time&lt;br /&gt;
- the Exit spell should no longer reveal room vnums&lt;br /&gt;
- legacy spell standardization:  Fire lag increased from 8 to 12, Fira/Thundara lag increased from 12 to 16, Thundaga lag increased from 12 to 24, Blizzaga lag reduced from 32 to 24&lt;br /&gt;
- fixed Skeleton Crew skeleton names&lt;br /&gt;
- day name in prompts should be correct now&lt;br /&gt;
- vampire priests receive their saber spells at the correct levels&lt;br /&gt;
- Encore will actually disallow stacking certain effects, instead of lying that it can&#039;t and doing it anyway&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
- &#039;builders&#039; command fixed (ignore the compile warning)&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
Older changes have been archived&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Sunflash&amp;diff=4687</id>
		<title>Sunflash</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Sunflash&amp;diff=4687"/>
		<updated>2024-04-02T02:55:31Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CharacterBio | color = #FF0 | picture = Kry_Sunflash_Resized.jpg | caption = Has been known to put people in a coma just for slapping him. | name = Manin Sunflash Erratu | age = 31-ish | race = Hylian | affiliation = None | status = Alive}}&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
===Origins===&lt;br /&gt;
Born in a moderately sized, if rural town in a Hyrule, Manin Erratu was the latest first son of a family of priests to the Goddesses of Hyrule. Without fail for the last twenty-odd generations, every first son of this family had been selected and tutored for various high-importance priestly positions throughout the Kingdom of Hyrule. This seemed like less of an issue for Manin than it may first sound, as there are multiple stations of high regard that would fit most varieties of personalities, so the family had never had any issues over the years of someone shirking the responsibilities and thereby damaging the family name. As part of his early training, Manin was introduced to various rules and aspects of spellcasting, and how part of the reason the family was so important was that all Magic had to come from the Goddesses, and therefore only those Priests so trained could any kind of magic safely.&lt;br /&gt;
&lt;br /&gt;
And then Manin came into his early teens.&lt;br /&gt;
&lt;br /&gt;
At first, Manin did as he was expected to do. He followed the rituals, the tasks, the assignments. It wasn&#039;t too long however before his independent streak started to develop into a full-blown aspect of his personality, and began to clash with his responsibilities. Eventually an argument escalated, as they sometimes do with teenagers, into a small fight. The actual context was meaningless, but the side-effects of &#039;&#039;how&#039;&#039; the fight ended was life-changing --- Manin summoned magical effects without the supposedly &#039;&#039;&#039;required&#039;&#039;&#039; prayer and ritual.&lt;br /&gt;
&lt;br /&gt;
Due to his upbringing, Manin was as scared of the result as the family was concerned for what it might mean. They immediately sent for a powerful priest from the capital for advice and instructions on what do to next. An old family friend by the name of Shamorn answered the summons, and after some investigation decided the best thing for both Manin and the family was to enact a rare ritual. The crux was that it was a long-term combination memory and, for lack of a better term, personality suppression effect. Manin, for his part, didn&#039;t quite like the sound of it; but he was also a scared kid who was led to believe it was the best path forward, so he agreed to undertake it. The effect worked pretty much as expected; Manin lost what little natural magical ability he had and was once again only able to conjure such effects through prayer and ritual.&lt;br /&gt;
&lt;br /&gt;
While the details of original incident weren&#039;t really well known, what &#039;&#039;was&#039;&#039; widely known was that the new Erratu had done something weird and wrong, to such a degree that he had managed to gain some amount of distrust and disbelief that he would be able to do his assigned duties. This weighed on him to such a degree that he began to feel like he had everything to prove. From the perspective of his studies, this wasn&#039;t a bad effect. However, it also led to Manin pushing himself to &amp;quot;prove&amp;quot; people wrong. In fact, it became such a driving force that one day; Manin and one of his few long-time friends by the name of Beuki Rauyun, decided to go attempt to cleanse a recently corrupted crypt without waiting for their teachers to assist.&lt;br /&gt;
&lt;br /&gt;
As one might expect, this didn&#039;t go anyway near as planned. There was a much more powerful-than-expected Stalfos that was able to disrupt their rituals and very nearly killed the two Hylians. This effort was thwarted by Manin somehow overcoming his suppression ritual and unleashing a powerful blast of magic to destroy the undead monster. Typically, this happened just in time to be witnessed by their teachers, and the resulting inquiry began to lead to problems for both Manin and Beuki that they both felt was extremely unfair and just generally not right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, naturally, they ran away at the tender ages of 17.&lt;br /&gt;
&lt;br /&gt;
===Cleft-bound===&lt;br /&gt;
&lt;br /&gt;
Between Manin&#039;s freshly returned spell-casting ability and Beuki&#039;s talent with both swordplay and social navigation, the pair managed to sneak and lie their way around Hyrule and avoided any real complications. They continued their evasion of the few agents of Manin&#039;s family, firmly believing they were better on their own than trying to deal with their familial expectations. After about a year, they eventually learned that not only was the capital far more forgiving of non-priestly magic but it also had an entire school-like system for up and coming mages to study at.&lt;br /&gt;
&lt;br /&gt;
It took some fibbing and forging of names, but by now they were more than comfortable with lying about who they were that it was almost second nature. They were admitted with minimal effort, and soon become known as a pair of very good students. Eventually they were tested beyond their mundane intellect and while Beuki was determined to be a more than acceptable mage, Manin&#039;s results were somewhat unique. He was determined to be a type of mage known as a Spell-Twister. In short, he was able to take any known ritual-based spell and twist it into doing whatever he desired it. A spell for conjuring flame could be Twisted into a bolt, an explosive ball, a simple campfire, a roaring wave, or anything similar he could envision.&lt;br /&gt;
&lt;br /&gt;
Of course, the fact that a nobody from the outskirts of Hyrule was found to be an uncommon type of mage bit sorely into some of the more traditional mage. Eventually, as Manin&#039;s skill grew and he began to experiment beyond the standard concepts for spell-casting; he found himself accused of various misdeeds and ethical transgressions that taxed his ability to overcome. After roughly three years at the college, one of the more outspoken highborn opponents of Manin had managed to dig deep enough to find out that both he and Beuki had lied about their origins. This promptly led to their eviction from the college. The opponent, one Hylian by the name of Sidaron, didn&#039;t believe it was far enough, and ended up pursuing them in an effort to arrest them or something along those lines. What resulted was Sidaron chasing the two across the city until he cornered them a library and ended up fighting to such a degree that both he and Beuki were slain, with Manin left heavily wounded.&lt;br /&gt;
&lt;br /&gt;
Desperate to fix things, and perhaps a little too hopped up on hormones and adrenaline; Manin applied his Spell-Twisting ability to a theoretical spell in an ill-advised attempt to force his way back in time. It did not work as he&#039;d hoped, instead resulting in Manin being ejected into the Cleft of Dimensions somewhere nearby Viorar.&lt;br /&gt;
&lt;br /&gt;
He spent about a year hanging out around Viorar, bothering locals and the wildlife. At one point during an incursion into [[Zigolis Swamp]], he came face to face with none other than [[Tenor]].&lt;br /&gt;
The Immortal expressed an interest in the young wizard&#039;s innate spellcasting talents and saw in him a kindred spirit as a scholar, extending to him an offer of guidance and help in exchanging for the wizard promising to be more careful with what little temporal-screwing knowledge he had. Sunflash accepted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dark Machinations Arc===&lt;br /&gt;
&lt;br /&gt;
*The Immortal [[Tenor]], the God of Day, sides against Jango, though more for his interest in protecting [[Sarai]] than for mortal benefit.&lt;br /&gt;
**Tenor names Sunflash his champion and bids him to head toward [[Truce]], the center of Jango&#039;s actions against the Middle Realm.&lt;br /&gt;
*Coalition forms, mortals banding together who were determined to stop Jango.&lt;br /&gt;
**Headed up by [[Milo]].&lt;br /&gt;
**Used abandoned Maverick Hunters base as headquarters.&lt;br /&gt;
**Never named.&lt;br /&gt;
**Jango destroys old Maverick Hunter base.&lt;br /&gt;
* The Immortal Sarai, Keeper of Hope, begins helping Coalition as best she can.  Works openly, and closely, with Tenor against Jango.&lt;br /&gt;
**Meets with Milo.&lt;br /&gt;
**Begs Jango to stand down.&lt;br /&gt;
*The Immortal [[Ageatii]], the Caretaker of Vitality, offers sanctuary from Jango to mortals.&lt;br /&gt;
**Testing mortals to see if there really is a threat.&lt;br /&gt;
**Depending on outcome, Ageatii would decide if he was to get involved.&lt;br /&gt;
*Knowing that he could not win on his own against the Upper and Middle Realms arrayed against him, Jango cuts his losses, takes Sarai, and abruptly retreats into the Upper Realm.&lt;br /&gt;
**There are no further actions taken against mortals.&lt;br /&gt;
&lt;br /&gt;
===Koopa Arc===&lt;br /&gt;
It happened on what started out as a pretty average day. There was a slightly larger crowd than normal around the fountain, but that wasn&#039;t a big deal. It was actually kind of nice, having so many people to talk to. Then, of course, the peace was shattered by Bowser charging into Truce. Sunflash took part in the following chaos, crossing spells with [[Kamek]] himself at one point. As the story goes, everyone eventually fell back to Truce, and [[Milo]] started the [[Truce Militia]]. Sunny joined up as a &#039;do-anything&#039; fellow, lending his spells to the defense of Truce.&lt;br /&gt;
&lt;br /&gt;
Bowser&#039;s threat has subsided, and despite a brief scare from the dark immortal Jango, all seemed quiet. Naturally it didn&#039;t last, and when Milo got news of various evildoings around the Truce area, Sunny volunteered to check it out. One thing led to another, and after repeatedly proving his worth to General Milo, Sunflash found himself the new Colonel of Truce, albeit grudgingly. Who knows what challenges await the Spell Twister of Truce?&lt;br /&gt;
&lt;br /&gt;
===War Amongst the Gods Arc, Part One===&lt;br /&gt;
The &#039;various evildoings&#039; turned out to be a prelude to one of Sunflash&#039;s most aggravating times yet. After abit of digging around, it came to light that someone by the name of Bahamut was raising a moderate sized army south in Fa&#039;Diel. After another period of time during which both sides pretty much ran around like cuccos on crack, the Milita commanders (yes, including Sunny) decided it might be prudent to setup a minor fort/watchpost in the Suflkasta pass south of Truce.&lt;br /&gt;
While everyone else worked on getting it organized/approved/funded, Sunflash found himself assigned as a diploment of all things. More spefically, a diplomat to the small Moogle community living in the mountains near the pass itself. After one of his more spectactular displays of self-restraint&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
===Spell Twister===&lt;br /&gt;
Sunflash has the ability to take any spell he knows, and &#039;twist&#039; them to             suit his purposes. IE; tractor beam becomes a grappling beam, or a jump boost. Halo becomes &#039;mirror image&#039; or some such. The farther away from it&#039;s &#039;original&#039; purpose a            spell is, the harder it is to perform. Sometimes loses control, resulting in a wild cast.&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
Slightly-above average skill with short-swords and rapiers. He likes to vent frustration            via         smashing things, so he practices with swords from time to time. Enough to matter.&lt;br /&gt;
&lt;br /&gt;
===Mind-over-matter===&lt;br /&gt;
Has the small ability to force his body to keep going despite pain or             exhaustion. He can&#039;t do it for long, and it&#039;s highly limited. Kinda like a short burst            of hyper-adrenaline.&lt;br /&gt;
&lt;br /&gt;
===Weaknesses===&lt;br /&gt;
No glaring weaknesses, but he -is- just Hylian. The only super-human feats he&#039;ll do on            a semi-regular basis would be magic-based. Shoot him in the head, and he&#039;ll die as            easily as everyone else. Good luck catching him off guard though. ;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==World Notes==&lt;br /&gt;
&lt;br /&gt;
===[[Of Fate and Actions]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Jacen_Shydell&amp;diff=4642</id>
		<title>Jacen Shydell</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Jacen_Shydell&amp;diff=4642"/>
		<updated>2024-02-02T03:59:38Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: Initial Creation with template from Sunny&amp;#039;s page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CharacterBio | color = #02361b | picture = Jshydell.png | caption = Just plain, simple Gar--I mean Jacen | name = Jacen Shydell | age = 21-ish | race = Hylian | affiliation = None | status = Alive}}&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
===Origins===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cleft-bound===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Koopa Arc===&lt;br /&gt;
It happened on what started out as a pretty average day. There was a slightly larger crowd than normal around the fountain, but that wasn&#039;t a big deal. It was actually kind of nice, having so many people to talk to. Then, of course, the peace was shattered by Bowser charging into Truce. Sunflash took part in the following chaos, crossing spells with [[Kamek]] himself at one point. As the story goes, everyone eventually fell back to Truce, and [[Milo]] started the [[Truce Militia]]. Sunny joined up as a &#039;do-anything&#039; fellow, lending his spells to the defense of Truce.&lt;br /&gt;
&lt;br /&gt;
Bowser&#039;s threat has subsided, and despite a brief scare from the dark immortal Jango, all seemed quiet. Naturally it didn&#039;t last, and when Milo got news of various evildoings around the Truce area, Sunny volunteered to check it out. One thing led to another, and after repeatedly proving his worth to General Milo, Sunflash found himself the new Colonel of Truce, albeit grudgingly. Who knows what challenges await the Spell Twister of Truce?&lt;br /&gt;
&lt;br /&gt;
===War Amongst the Gods Arc, Part One===&lt;br /&gt;
The &#039;various evildoings&#039; turned out to be a prelude to one of Sunflash&#039;s most aggravating times yet. After abit of digging around, it came to light that someone by the name of Bahamut was raising a moderate sized army south in Fa&#039;Diel. After another period of time during which both sides pretty much ran around like cuccos on crack, the Milita commanders (yes, including Sunny) decided it might be prudent to setup a minor fort/watchpost in the Suflkasta pass south of Truce.&lt;br /&gt;
While everyone else worked on getting it organized/approved/funded, Sunflash found himself assigned as a diploment of all things. More spefically, a diplomat to the small Moogle community living in the mountains near the pass itself. After one of his more spectactular displays of self-restraint&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
===Something Here===&lt;br /&gt;
Blah Blah Blah&lt;br /&gt;
&lt;br /&gt;
===More Stuff===&lt;br /&gt;
Blah blah blah&lt;br /&gt;
&lt;br /&gt;
==World Notes==&lt;br /&gt;
&lt;br /&gt;
===I&#039;ll do this part for you later J===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=File:Jshydell.png&amp;diff=4641</id>
		<title>File:Jshydell.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=File:Jshydell.png&amp;diff=4641"/>
		<updated>2024-02-02T03:57:35Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: Character Picture for Jacen Shydell, pulled from Discord Character Desc thread&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Character Picture for Jacen Shydell, pulled from Discord Character Desc thread&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Sunflash&amp;diff=4635</id>
		<title>Sunflash</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Sunflash&amp;diff=4635"/>
		<updated>2024-01-28T00:11:43Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: Backstory rewrite mostly complete.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CharacterBio | color = #FF0 | picture = Kry_Sunflash_Resized.jpg | caption = Has been known to put people in a coma just for slapping him. | name = Manin Sunflash Erratu | age = 23-ish | race = Hylian | affiliation = None | status = Alive}}&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
===Origins===&lt;br /&gt;
Born in a moderately sized, if rural town in a Hyrule, Manin Erratu was the latest first son of a family of priests to the Goddesses of Hyrule. Without fail for the last twenty-odd generations, every first son of this family had been selected and tutored for various high-importance priestly positions throughout the Kingdom of Hyrule. This seemed like less of an issue for Manin than it may first sound, as there are multiple stations of high regard that would fit most varieties of personalities, so the family had never had any issues over the years of someone shirking the responsibilities and thereby damaging the family name. As part of his early training, Manin was introduced to various rules and aspects of spellcasting, and how part of the reason the family was so important was that all Magic had to come from the Goddesses, and therefore only those Priests so trained could any kind of magic safely.&lt;br /&gt;
&lt;br /&gt;
And then Manin came into his early teens.&lt;br /&gt;
&lt;br /&gt;
At first, Manin did as he was expected to do. He followed the rituals, the tasks, the assignments. It wasn&#039;t too long however before his independent streak started to develop into a full-blown aspect of his personality, and began to clash with his responsibilities. Eventually an argument escalated, as they sometimes do with teenagers, into a small fight. The actual context was meaningless, but the side-effects of &#039;&#039;how&#039;&#039; the fight ended was life-changing --- Manin summoned magical effects without the supposedly &#039;&#039;&#039;required&#039;&#039;&#039; prayer and ritual.&lt;br /&gt;
&lt;br /&gt;
Due to his upbringing, Manin was as scared of the result as the family was concerned for what it might mean. They immediately sent for a powerful priest from the capital for advice and instructions on what do to next. An old family friend by the name of Shamorn answered the summons, and after some investigation decided the best thing for both Manin and the family was to enact a rare ritual. The crux was that it was a long-term combination memory and, for lack of a better term, personality suppression effect. Manin, for his part, didn&#039;t quite like the sound of it; but he was also a scared kid who was led to believe it was the best path forward, so he agreed to undertake it. The effect worked pretty much as expected; Manin lost what little natural magical ability he had and was once again only able to conjure such effects through prayer and ritual.&lt;br /&gt;
&lt;br /&gt;
While the details of original incident weren&#039;t really well known, what &#039;&#039;was&#039;&#039; widely known was that the new Erratu had done something weird and wrong, to such a degree that he had managed to gain some amount of distrust and disbelief that he would be able to do his assigned duties. This weighed on him to such a degree that he began to feel like he had everything to prove. From the perspective of his studies, this wasn&#039;t a bad effect. However, it also led to Manin pushing himself to &amp;quot;prove&amp;quot; people wrong. In fact, it became such a driving force that one day; Manin and one of his few long-time friends by the name of Beuki Rauyun, decided to go attempt to cleanse a recently corrupted crypt without waiting for their teachers to assist.&lt;br /&gt;
&lt;br /&gt;
As one might expect, this didn&#039;t go anyway near as planned. There was a much more powerful-than-expected Stalfos that was able to disrupt their rituals and very nearly killed the two Hylians. This effort was thwarted by Manin somehow overcoming his suppression ritual and unleashing a powerful blast of magic to destroy the undead monster. Typically, this happened just in time to be witnessed by their teachers, and the resulting inquiry began to lead to problems for both Manin and Beuki that they both felt was extremely unfair and just generally not right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, naturally, they ran away at the tender ages of 17.&lt;br /&gt;
&lt;br /&gt;
===Cleft-bound===&lt;br /&gt;
&lt;br /&gt;
Between Manin&#039;s freshly returned spell-casting ability and Beuki&#039;s talent with both swordplay and social navigation, the pair managed to sneak and lie their way around Hyrule and avoided any real complications. They continued their evasion of the few agents of Manin&#039;s family, firmly believing they were better on their own than trying to deal with their familial expectations. After about a year, they eventually learned that not only was the capital far more forgiving of non-priestly magic but it also had an entire school-like system for up and coming mages to study at.&lt;br /&gt;
&lt;br /&gt;
It took some fibbing and forging of names, but by now they were more than comfortable with lying about who they were that it was almost second nature. They were admitted with minimal effort, and soon become known as a pair of very good students. Eventually they were tested beyond their mundane intellect and while Beuki was determined to be a more than acceptable mage, Manin&#039;s results were somewhat unique. He was determined to be a type of mage known as a Spell-Twister. In short, he was able to take any known ritual-based spell and twist it into doing whatever he desired it. A spell for conjuring flame could be Twisted into a bolt, an explosive ball, a simple campfire, a roaring wave, or anything similar he could envision.&lt;br /&gt;
&lt;br /&gt;
Of course, the fact that a nobody from the outskirts of Hyrule was found to be an uncommon type of mage bit sorely into some of the more traditional mage. Eventually, as Manin&#039;s skill grew and he began to experiment beyond the standard concepts for spell-casting; he found himself accused of various misdeeds and ethical transgressions that taxed his ability to overcome. After roughly three years at the college, one of the more outspoken highborn opponents of Manin had managed to dig deep enough to find out that both he and Beuki had lied about their origins. This promptly led to their eviction from the college. The opponent, one Hylian by the name of Sidaron, didn&#039;t believe it was far enough, and ended up pursuing them in an effort to arrest them or something along those lines. What resulted was Sidaron chasing the two across the city until he cornered them a library and ended up fighting to such a degree that both he and Beuki were slain, with Manin left heavily wounded.&lt;br /&gt;
&lt;br /&gt;
Desperate to fix things, and perhaps a little too hopped up on hormones and adrenaline; Manin applied his Spell-Twisting ability to a theoretical spell in an ill-advised attempt to force his way back in time. It did not work as he&#039;d hoped, instead resulting in Manin being ejected into the Cleft of Dimensions somewhere nearby Viorar.&lt;br /&gt;
&lt;br /&gt;
He spent about a year hanging out around Viorar, bothering locals and the wildlife. At one point during an incursion into [[Zigolis Swamp]], he came face to face with none other than [[Tenor]].&lt;br /&gt;
The Immortal expressed an interest in the young wizard&#039;s innate spellcasting talents and saw in him a kindred spirit as a scholar, extending to him an offer of guidance and help in exchanging for the wizard promising to be more careful with what little temporal-screwing knowledge he had. Sunflash accepted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dark Machinations Arc===&lt;br /&gt;
&lt;br /&gt;
*The Immortal [[Tenor]], the God of Day, sides against Jango, though more for his interest in protecting [[Sarai]] than for mortal benefit.&lt;br /&gt;
**Tenor names Sunflash his champion and bids him to head toward [[Truce]], the center of Jango&#039;s actions against the Middle Realm.&lt;br /&gt;
*Coalition forms, mortals banding together who were determined to stop Jango.&lt;br /&gt;
**Headed up by [[Milo]].&lt;br /&gt;
**Used abandoned Maverick Hunters base as headquarters.&lt;br /&gt;
**Never named.&lt;br /&gt;
**Jango destroys old Maverick Hunter base.&lt;br /&gt;
* The Immortal Sarai, Keeper of Hope, begins helping Coalition as best she can.  Works openly, and closely, with Tenor against Jango.&lt;br /&gt;
**Meets with Milo.&lt;br /&gt;
**Begs Jango to stand down.&lt;br /&gt;
*The Immortal [[Ageatii]], the Caretaker of Vitality, offers sanctuary from Jango to mortals.&lt;br /&gt;
**Testing mortals to see if there really is a threat.&lt;br /&gt;
**Depending on outcome, Ageatii would decide if he was to get involved.&lt;br /&gt;
*Knowing that he could not win on his own against the Upper and Middle Realms arrayed against him, Jango cuts his losses, takes Sarai, and abruptly retreats into the Upper Realm.&lt;br /&gt;
**There are no further actions taken against mortals.&lt;br /&gt;
&lt;br /&gt;
===Koopa Arc===&lt;br /&gt;
It happened on what started out as a pretty average day. There was a slightly larger crowd than normal around the fountain, but that wasn&#039;t a big deal. It was actually kind of nice, having so many people to talk to. Then, of course, the peace was shattered by Bowser charging into Truce. Sunflash took part in the following chaos, crossing spells with [[Kamek]] himself at one point. As the story goes, everyone eventually fell back to Truce, and [[Milo]] started the [[Truce Militia]]. Sunny joined up as a &#039;do-anything&#039; fellow, lending his spells to the defense of Truce.&lt;br /&gt;
&lt;br /&gt;
Bowser&#039;s threat has subsided, and despite a brief scare from the dark immortal Jango, all seemed quiet. Naturally it didn&#039;t last, and when Milo got news of various evildoings around the Truce area, Sunny volunteered to check it out. One thing led to another, and after repeatedly proving his worth to General Milo, Sunflash found himself the new Colonel of Truce, albeit grudgingly. Who knows what challenges await the Spell Twister of Truce?&lt;br /&gt;
&lt;br /&gt;
===War Amongst the Gods Arc, Part One===&lt;br /&gt;
The &#039;various evildoings&#039; turned out to be a prelude to one of Sunflash&#039;s most aggravating times yet. After abit of digging around, it came to light that someone by the name of Bahamut was raising a moderate sized army south in Fa&#039;Diel. After another period of time during which both sides pretty much ran around like cuccos on crack, the Milita commanders (yes, including Sunny) decided it might be prudent to setup a minor fort/watchpost in the Suflkasta pass south of Truce.&lt;br /&gt;
While everyone else worked on getting it organized/approved/funded, Sunflash found himself assigned as a diploment of all things. More spefically, a diplomat to the small Moogle community living in the mountains near the pass itself. After one of his more spectactular displays of self-restraint&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
===Spell Twister===&lt;br /&gt;
Sunflash has the ability to take any spell he knows, and &#039;twist&#039; them to             suit his purposes. IE; tractor beam becomes a grappling beam, or a jump boost. Halo becomes &#039;mirror image&#039; or some such. The farther away from it&#039;s &#039;original&#039; purpose a            spell is, the harder it is to perform. Sometimes loses control, resulting in a wild cast.&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
Slightly-above average skill with short-swords and rapiers. He likes to vent frustration            via         smashing things, so he practices with swords from time to time. Enough to matter.&lt;br /&gt;
&lt;br /&gt;
===Mind-over-matter===&lt;br /&gt;
Has the small ability to force his body to keep going despite pain or             exhaustion. He can&#039;t do it for long, and it&#039;s highly limited. Kinda like a short burst            of hyper-adrenaline.&lt;br /&gt;
&lt;br /&gt;
===Weaknesses===&lt;br /&gt;
No glaring weaknesses, but he -is- just Hylian. The only super-human feats he&#039;ll do on            a semi-regular basis would be magic-based. Shoot him in the head, and he&#039;ll die as            easily as everyone else. Good luck catching him off guard though. ;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==World Notes==&lt;br /&gt;
&lt;br /&gt;
===[[Of Fate and Actions]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Sunflash&amp;diff=4622</id>
		<title>Sunflash</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Sunflash&amp;diff=4622"/>
		<updated>2024-01-25T13:22:29Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: Attempt at part 2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CharacterBio | color = #FF0 | picture = Kry_Sunflash_Resized.jpg | caption = Has been known to put people in a coma just for slapping him. | name = Manin Sunflash Erratu | age = 23-ish | race = Hylian | affiliation = None | status = Alive}}&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
===Origins===&lt;br /&gt;
Born in a moderately sized, if rural town in a Hyrule, Manin Erratu was the latest first son of a family of priests to the Goddesses of Hyrule. Without fail for the last twenty-odd generations, every first son of this family had been selected and tutored for various high-importance priestly positions throughout the Kingdom of Hyrule. This seemed like less of an issue for Manin than it may first sound, as there are multiple stations of high regard that would fit most varieties of personalities, so the family had never had any issues over the years of someone shirking the responsibilities and thereby damaging the family name. As part of his early training, Manin was introduced to various rules and aspects of spellcasting, and how part of the reason the family was so important was that all Magic had to come from the Goddesses, and therefore only those Priests so trained could any kind of magic safely.&lt;br /&gt;
&lt;br /&gt;
And then Manin came into his early teens.&lt;br /&gt;
&lt;br /&gt;
At first, Manin did as he was expected to do. He followed the rituals, the tasks, the assignments. It wasn&#039;t too long however before his independent streak started to develop into a full-blown aspect of his personality, and began to clash with his responsibilities. Eventually an argument escalated, as they sometimes do with teenagers, into a small fight. The actual context was meaningless, but the side-effects of &#039;&#039;how&#039;&#039; the fight ended was life-changing --- Manin summoned magical effects without the supposedly &#039;&#039;&#039;required&#039;&#039;&#039; prayer and ritual.&lt;br /&gt;
&lt;br /&gt;
Due to his upbringing, Manin was as scared of the result as the family was concerned for what it might mean. They immediately sent for a powerful priest from the capital for advice and instructions on what do to next. An old family friend by the name of Shamorn answered the summons, and after some investigation decided the best thing for both Manin and the family was to enact a rare ritual. The crux was that it was a long-term combination memory and, for lack of a better term, personality suppression effect. Manin, for his part, didn&#039;t quite like the sound of it; but he was also a scared kid who was led to believe it was the best path forward, so he agreed to undertake it. The effect worked pretty much as expected; Manin lost what little natural magical ability he had and was once again only able to conjure such effects through prayer and ritual.&lt;br /&gt;
&lt;br /&gt;
While the details of original incident weren&#039;t really well known, what &#039;&#039;was&#039;&#039; widely known was that the new Erratu had done something weird and wrong, to such a degree that he had managed to gain some amount of distrust and disbelief that he would be able to do his assigned duties. This weighed on him to such a degree that he began to feel like he had everything to prove. From the perspective of his studies, this wasn&#039;t a bad effect. However, it also led to Manin pushing himself to &amp;quot;prove&amp;quot; people wrong. In fact, it became such a driving force that one day; Manin and one of his few long-time friends by the name of Beuki Rauyun, decided to go attempt to cleanse a recently corrupted crypt without waiting for their teachers to assist.&lt;br /&gt;
&lt;br /&gt;
As one might expect, this didn&#039;t go anyway near as planned. There was a much more powerful-than-expected Stalfos that was able to disrupt their rituals and very nearly killed the two Hylians. This effort was thwarted by Manin somehow overcoming his suppression ritual and unleashing a powerful blast of magic to destroy the undead monster. Typically, this happened just in time to be witnessed by their teachers, and the resulting inquiry began to lead to problems for both Manin and Beuki that they both felt was extremely unfair and just generally not right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, naturally, they ran away at the tender ages of 17.&lt;br /&gt;
&lt;br /&gt;
===Cleft-bound===&lt;br /&gt;
&lt;br /&gt;
Between Manin&#039;s freshly returned spell-casting ability and Beuki&#039;s talent with both swordplay and social navigation, the pair managed to sneak and lie their way around Hyrule and avoided any real complications. They continued their evasion of the few agents of Manin&#039;s family, firmly believing they were better on their own than trying to deal with their familial expectations. After about a year, they eventually learned that not only was the capital far more forgiving of non-priestly magic but it also had an entire school-like system for up and coming mages to study at.&lt;br /&gt;
&lt;br /&gt;
Manin Sunflash Erratu (Known only as either Sunflash or Sunny) entered the Cleft as a result of bad luck, unfinished spells, and an overdose of hormones. Long story short: Upon Sunflash and his long-time girlfriend getting smacked around, and the girl in question dying; Sunny cast an incomplete time-traveling spell. Needless to say, it didn&#039;t quite work. He woke up in the general vicinity of [[Viorar]], bruised, battered, and generally a mess.&lt;br /&gt;
He spent about a year hanging out around Viorar, bothering locals and the wildlife. At one point during an incursion into [[Zigolis Swamp]], he came face to face with none other than [[Tenor]].&lt;br /&gt;
The Immortal expressed an interest in the young wizard&#039;s innate spellcasting talents and saw in him a kindred spirit as a scholar, extending to him an offer of guidance and help in exchanging for the wizard promising to be more careful with what little temporal-screwing knowledge he had. Sunflash accepted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dark Machinations Arc===&lt;br /&gt;
&lt;br /&gt;
*The Immortal [[Tenor]], the God of Day, sides against Jango, though more for his interest in protecting [[Sarai]] than for mortal benefit.&lt;br /&gt;
**Tenor names Sunflash his champion and bids him to head toward [[Truce]], the center of Jango&#039;s actions against the Middle Realm.&lt;br /&gt;
*Coalition forms, mortals banding together who were determined to stop Jango.&lt;br /&gt;
**Headed up by [[Milo]].&lt;br /&gt;
**Used abandoned Maverick Hunters base as headquarters.&lt;br /&gt;
**Never named.&lt;br /&gt;
**Jango destroys old Maverick Hunter base.&lt;br /&gt;
* The Immortal Sarai, Keeper of Hope, begins helping Coalition as best she can.  Works openly, and closely, with Tenor against Jango.&lt;br /&gt;
**Meets with Milo.&lt;br /&gt;
**Begs Jango to stand down.&lt;br /&gt;
*The Immortal [[Ageatii]], the Caretaker of Vitality, offers sanctuary from Jango to mortals.&lt;br /&gt;
**Testing mortals to see if there really is a threat.&lt;br /&gt;
**Depending on outcome, Ageatii would decide if he was to get involved.&lt;br /&gt;
*Knowing that he could not win on his own against the Upper and Middle Realms arrayed against him, Jango cuts his losses, takes Sarai, and abruptly retreats into the Upper Realm.&lt;br /&gt;
**There are no further actions taken against mortals.&lt;br /&gt;
&lt;br /&gt;
===Koopa Arc===&lt;br /&gt;
It happened on what started out as a pretty average day. There was a slightly larger crowd than normal around the fountain, but that wasn&#039;t a big deal. It was actually kind of nice, having so many people to talk to. Then, of course, the peace was shattered by Bowser charging into Truce. Sunflash took part in the following chaos, crossing spells with [[Kamek]] himself at one point. As the story goes, everyone eventually fell back to Truce, and [[Milo]] started the [[Truce Militia]]. Sunny joined up as a &#039;do-anything&#039; fellow, lending his spells to the defense of Truce.&lt;br /&gt;
&lt;br /&gt;
Bowser&#039;s threat has subsided, and despite a brief scare from the dark immortal Jango, all seemed quiet. Naturally it didn&#039;t last, and when Milo got news of various evildoings around the Truce area, Sunny volunteered to check it out. One thing led to another, and after repeatedly proving his worth to General Milo, Sunflash found himself the new Colonel of Truce, albeit grudgingly. Who knows what challenges await the Spell Twister of Truce?&lt;br /&gt;
&lt;br /&gt;
===War Amongst the Gods Arc, Part One===&lt;br /&gt;
The &#039;various evildoings&#039; turned out to be a prelude to one of Sunflash&#039;s most aggravating times yet. After abit of digging around, it came to light that someone by the name of Bahamut was raising a moderate sized army south in Fa&#039;Diel. After another period of time during which both sides pretty much ran around like cuccos on crack, the Milita commanders (yes, including Sunny) decided it might be prudent to setup a minor fort/watchpost in the Suflkasta pass south of Truce.&lt;br /&gt;
While everyone else worked on getting it organized/approved/funded, Sunflash found himself assigned as a diploment of all things. More spefically, a diplomat to the small Moogle community living in the mountains near the pass itself. After one of his more spectactular displays of self-restraint&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
===Spell Twister===&lt;br /&gt;
Sunflash has the ability to take any spell he knows, and &#039;twist&#039; them to             suit his purposes. IE; tractor beam becomes a grappling beam, or a jump boost. Halo becomes &#039;mirror image&#039; or some such. The farther away from it&#039;s &#039;original&#039; purpose a            spell is, the harder it is to perform. Sometimes loses control, resulting in a wild cast.&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
Slightly-above average skill with short-swords and rapiers. He likes to vent frustration            via         smashing things, so he practices with swords from time to time. Enough to matter.&lt;br /&gt;
&lt;br /&gt;
===Mind-over-matter===&lt;br /&gt;
Has the small ability to force his body to keep going despite pain or             exhaustion. He can&#039;t do it for long, and it&#039;s highly limited. Kinda like a short burst            of hyper-adrenaline.&lt;br /&gt;
&lt;br /&gt;
===Weaknesses===&lt;br /&gt;
No glaring weaknesses, but he -is- just Hylian. The only super-human feats he&#039;ll do on            a semi-regular basis would be magic-based. Shoot him in the head, and he&#039;ll die as            easily as everyone else. Good luck catching him off guard though. ;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==World Notes==&lt;br /&gt;
&lt;br /&gt;
===[[Of Fate and Actions]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Sunflash&amp;diff=4619</id>
		<title>Sunflash</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Sunflash&amp;diff=4619"/>
		<updated>2024-01-23T06:42:23Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CharacterBio | color = #FF0 | picture = Kry_Sunflash_Resized.jpg | caption = Has been known to put people in a coma just for slapping him. | name = Manin Sunflash Erratu | age = 23-ish | race = Hylian | affiliation = None | status = Alive}}&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
===Origins===&lt;br /&gt;
Born in a moderately sized, if rural town in a Hyrule, Manin Erratu was the latest first son of a family of priests to the Goddesses of Hyrule. Without fail for the last twenty-odd generations, every first son of this family had been selected and tutored for various high-importance priestly positions throughout the Kingdom of Hyrule. This seemed like less of an issue for Manin than it may first sound, as there are multiple stations of high regard that would fit most varieties of personalities, so the family had never had any issues over the years of someone shirking the responsibilities and thereby damaging the family name. As part of his early training, Manin was introduced to various rules and aspects of spellcasting, and how part of the reason the family was so important was that all Magic had to come from the Goddesses, and therefore only those Priests so trained could any kind of magic safely.&lt;br /&gt;
&lt;br /&gt;
And then Manin came into his early teens.&lt;br /&gt;
&lt;br /&gt;
At first, Manin did as he was expected to do. He followed the rituals, the tasks, the assignments. It wasn&#039;t too long however before his independent streak started to develop into a full-blown aspect of his personality, and began to clash with his responsibilities. Eventually an argument escalated, as they sometimes do with teenagers, into a small fight. The actual context was meaningless, but the side-effects of &#039;&#039;how&#039;&#039; the fight ended was life-changing --- Manin summoned magical effects without the supposedly &#039;&#039;&#039;required&#039;&#039;&#039; prayer and ritual.&lt;br /&gt;
&lt;br /&gt;
To his town, never-mind his family, that was borderline heresy.&lt;br /&gt;
&lt;br /&gt;
Due to his upbringing, Manin was as scared of the result as the family was concerned for what it might mean. They immediately sent for a powerful priest from the capital for advice and instructions on what do to next. An old family friend by the name of Shamorn answered the summons, and after some investigation decided the best thing for both Manin and the family was to enact a rare ritual. The crux was that it was a long-term combination memory and, for lack of a better term, personality suppression effect. Manin, for his part, didn&#039;t quite like the sound of it; but he was also a scared kid who was led to believe it was the best path forward, so he agreed to undertake it.&lt;br /&gt;
&lt;br /&gt;
Manin Sunflash Erratu (Known only as either Sunflash or Sunny) entered the Cleft as a result of bad luck, unfinished spells, and an overdose of hormones. Long story short: Upon Sunflash and his long-time girlfriend getting smacked around, and the girl in question dying; Sunny cast an incomplete time-traveling spell. Needless to say, it didn&#039;t quite work. He woke up in the general vicinity of [[Viorar]], bruised, battered, and generally a mess.&lt;br /&gt;
He spent about a year hanging out around Viorar, bothering locals and the wildlife. At one point during an incursion into [[Zigolis Swamp]], he came face to face with none other than [[Tenor]].&lt;br /&gt;
The Immortal expressed an interest in the young wizard&#039;s innate spellcasting talents and saw in him a kindred spirit as a scholar, extending to him an offer of guidance and help in exchanging for the wizard promising to be more careful with what little temporal-screwing knowledge he had. Sunflash accepted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dark Machinations Arc===&lt;br /&gt;
&lt;br /&gt;
*The Immortal [[Tenor]], the God of Day, sides against Jango, though more for his interest in protecting [[Sarai]] than for mortal benefit.&lt;br /&gt;
**Tenor names Sunflash his champion and bids him to head toward [[Truce]], the center of Jango&#039;s actions against the Middle Realm.&lt;br /&gt;
*Coalition forms, mortals banding together who were determined to stop Jango.&lt;br /&gt;
**Headed up by [[Milo]].&lt;br /&gt;
**Used abandoned Maverick Hunters base as headquarters.&lt;br /&gt;
**Never named.&lt;br /&gt;
**Jango destroys old Maverick Hunter base.&lt;br /&gt;
* The Immortal Sarai, Keeper of Hope, begins helping Coalition as best she can.  Works openly, and closely, with Tenor against Jango.&lt;br /&gt;
**Meets with Milo.&lt;br /&gt;
**Begs Jango to stand down.&lt;br /&gt;
*The Immortal [[Ageatii]], the Caretaker of Vitality, offers sanctuary from Jango to mortals.&lt;br /&gt;
**Testing mortals to see if there really is a threat.&lt;br /&gt;
**Depending on outcome, Ageatii would decide if he was to get involved.&lt;br /&gt;
*Knowing that he could not win on his own against the Upper and Middle Realms arrayed against him, Jango cuts his losses, takes Sarai, and abruptly retreats into the Upper Realm.&lt;br /&gt;
**There are no further actions taken against mortals.&lt;br /&gt;
&lt;br /&gt;
===Koopa Arc===&lt;br /&gt;
It happened on what started out as a pretty average day. There was a slightly larger crowd than normal around the fountain, but that wasn&#039;t a big deal. It was actually kind of nice, having so many people to talk to. Then, of course, the peace was shattered by Bowser charging into Truce. Sunflash took part in the following chaos, crossing spells with [[Kamek]] himself at one point. As the story goes, everyone eventually fell back to Truce, and [[Milo]] started the [[Truce Militia]]. Sunny joined up as a &#039;do-anything&#039; fellow, lending his spells to the defense of Truce.&lt;br /&gt;
&lt;br /&gt;
Bowser&#039;s threat has subsided, and despite a brief scare from the dark immortal Jango, all seemed quiet. Naturally it didn&#039;t last, and when Milo got news of various evildoings around the Truce area, Sunny volunteered to check it out. One thing led to another, and after repeatedly proving his worth to General Milo, Sunflash found himself the new Colonel of Truce, albeit grudgingly. Who knows what challenges await the Spell Twister of Truce?&lt;br /&gt;
&lt;br /&gt;
===War Amongst the Gods Arc, Part One===&lt;br /&gt;
The &#039;various evildoings&#039; turned out to be a prelude to one of Sunflash&#039;s most aggravating times yet. After abit of digging around, it came to light that someone by the name of Bahamut was raising a moderate sized army south in Fa&#039;Diel. After another period of time during which both sides pretty much ran around like cuccos on crack, the Milita commanders (yes, including Sunny) decided it might be prudent to setup a minor fort/watchpost in the Suflkasta pass south of Truce.&lt;br /&gt;
While everyone else worked on getting it organized/approved/funded, Sunflash found himself assigned as a diploment of all things. More spefically, a diplomat to the small Moogle community living in the mountains near the pass itself. After one of his more spectactular displays of self-restraint&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
===Spell Twister===&lt;br /&gt;
Sunflash has the ability to take any spell he knows, and &#039;twist&#039; them to             suit his purposes. IE; tractor beam becomes a grappling beam, or a jump boost. Halo becomes &#039;mirror image&#039; or some such. The farther away from it&#039;s &#039;original&#039; purpose a            spell is, the harder it is to perform. Sometimes loses control, resulting in a wild cast.&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
Slightly-above average skill with short-swords and rapiers. He likes to vent frustration            via         smashing things, so he practices with swords from time to time. Enough to matter.&lt;br /&gt;
&lt;br /&gt;
===Mind-over-matter===&lt;br /&gt;
Has the small ability to force his body to keep going despite pain or             exhaustion. He can&#039;t do it for long, and it&#039;s highly limited. Kinda like a short burst            of hyper-adrenaline.&lt;br /&gt;
&lt;br /&gt;
===Weaknesses===&lt;br /&gt;
No glaring weaknesses, but he -is- just Hylian. The only super-human feats he&#039;ll do on            a semi-regular basis would be magic-based. Shoot him in the head, and he&#039;ll die as            easily as everyone else. Good luck catching him off guard though. ;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==World Notes==&lt;br /&gt;
&lt;br /&gt;
===[[Of Fate and Actions]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Sunflash&amp;diff=4618</id>
		<title>Sunflash</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Sunflash&amp;diff=4618"/>
		<updated>2024-01-23T01:47:51Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: Out of practice formatting fix.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CharacterBio | color = #FF0 | picture = Kry_Sunflash_Resized.jpg | caption = Has been known to put people in a coma just for slapping him. | name = Manin Sunflash Erratu | age = 23-ish | race = Hylian | affiliation = None | status = Alive}}&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
===Origins===&lt;br /&gt;
Born in a moderately sized, if rural town in a Hyrule, Manin Erratu was the latest first son of a family of priests to the Goddesses of Hyrule. Without fail for the last twenty-odd generations, every first son of this family had been selected and tutored for various high-importance priestly positions throughout the Kingdom of Hyrule. This seemed like less of an issue for Manin than it may first sound, as there are multiple stations of high regard that would fit most varieties of personalities, so the family had never had any issues over the years of someone shirking the responsibilities and thereby damaging the family name. As part of his early training, Manin was introduced to various rules and aspects of spellcasting, and how part of the reason the family was so important was that all Magic had to come from the Goddesses, and therefore only those Priests so trained could any kind of magic safely.&lt;br /&gt;
&lt;br /&gt;
And then Manin came into his early teens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Manin Sunflash Erratu (Known only as either Sunflash or Sunny) entered the Cleft as a result of bad luck, unfinished spells, and an overdose of hormones. Long story short: Upon Sunflash and his long-time girlfriend getting smacked around, and the girl in question dying; Sunny cast an incomplete time-traveling spell. Needless to say, it didn&#039;t quite work. He woke up in the general vicinity of [[Viorar]], bruised, battered, and generally a mess.&lt;br /&gt;
He spent about a year hanging out around Viorar, bothering locals and the wildlife. At one point during an incursion into [[Zigolis Swamp]], he came face to face with none other than [[Tenor]].&lt;br /&gt;
The Immortal expressed an interest in the young wizard&#039;s innate spellcasting talents and saw in him a kindred spirit as a scholar, extending to him an offer of guidance and help in exchanging for the wizard promising to be more careful with what little temporal-screwing knowledge he had. Sunflash accepted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dark Machinations Arc===&lt;br /&gt;
&lt;br /&gt;
*The Immortal [[Tenor]], the God of Day, sides against Jango, though more for his interest in protecting [[Sarai]] than for mortal benefit.&lt;br /&gt;
**Tenor names Sunflash his champion and bids him to head toward [[Truce]], the center of Jango&#039;s actions against the Middle Realm.&lt;br /&gt;
*Coalition forms, mortals banding together who were determined to stop Jango.&lt;br /&gt;
**Headed up by [[Milo]].&lt;br /&gt;
**Used abandoned Maverick Hunters base as headquarters.&lt;br /&gt;
**Never named.&lt;br /&gt;
**Jango destroys old Maverick Hunter base.&lt;br /&gt;
* The Immortal Sarai, Keeper of Hope, begins helping Coalition as best she can.  Works openly, and closely, with Tenor against Jango.&lt;br /&gt;
**Meets with Milo.&lt;br /&gt;
**Begs Jango to stand down.&lt;br /&gt;
*The Immortal [[Ageatii]], the Caretaker of Vitality, offers sanctuary from Jango to mortals.&lt;br /&gt;
**Testing mortals to see if there really is a threat.&lt;br /&gt;
**Depending on outcome, Ageatii would decide if he was to get involved.&lt;br /&gt;
*Knowing that he could not win on his own against the Upper and Middle Realms arrayed against him, Jango cuts his losses, takes Sarai, and abruptly retreats into the Upper Realm.&lt;br /&gt;
**There are no further actions taken against mortals.&lt;br /&gt;
&lt;br /&gt;
===Koopa Arc===&lt;br /&gt;
It happened on what started out as a pretty average day. There was a slightly larger crowd than normal around the fountain, but that wasn&#039;t a big deal. It was actually kind of nice, having so many people to talk to. Then, of course, the peace was shattered by Bowser charging into Truce. Sunflash took part in the following chaos, crossing spells with [[Kamek]] himself at one point. As the story goes, everyone eventually fell back to Truce, and [[Milo]] started the [[Truce Militia]]. Sunny joined up as a &#039;do-anything&#039; fellow, lending his spells to the defense of Truce.&lt;br /&gt;
&lt;br /&gt;
Bowser&#039;s threat has subsided, and despite a brief scare from the dark immortal Jango, all seemed quiet. Naturally it didn&#039;t last, and when Milo got news of various evildoings around the Truce area, Sunny volunteered to check it out. One thing led to another, and after repeatedly proving his worth to General Milo, Sunflash found himself the new Colonel of Truce, albeit grudgingly. Who knows what challenges await the Spell Twister of Truce?&lt;br /&gt;
&lt;br /&gt;
===War Amongst the Gods Arc, Part One===&lt;br /&gt;
The &#039;various evildoings&#039; turned out to be a prelude to one of Sunflash&#039;s most aggravating times yet. After abit of digging around, it came to light that someone by the name of Bahamut was raising a moderate sized army south in Fa&#039;Diel. After another period of time during which both sides pretty much ran around like cuccos on crack, the Milita commanders (yes, including Sunny) decided it might be prudent to setup a minor fort/watchpost in the Suflkasta pass south of Truce.&lt;br /&gt;
While everyone else worked on getting it organized/approved/funded, Sunflash found himself assigned as a diploment of all things. More spefically, a diplomat to the small Moogle community living in the mountains near the pass itself. After one of his more spectactular displays of self-restraint&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
===Spell Twister===&lt;br /&gt;
Sunflash has the ability to take any spell he knows, and &#039;twist&#039; them to             suit his purposes. IE; tractor beam becomes a grappling beam, or a jump boost. Halo becomes &#039;mirror image&#039; or some such. The farther away from it&#039;s &#039;original&#039; purpose a            spell is, the harder it is to perform. Sometimes loses control, resulting in a wild cast.&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
Slightly-above average skill with short-swords and rapiers. He likes to vent frustration            via         smashing things, so he practices with swords from time to time. Enough to matter.&lt;br /&gt;
&lt;br /&gt;
===Mind-over-matter===&lt;br /&gt;
Has the small ability to force his body to keep going despite pain or             exhaustion. He can&#039;t do it for long, and it&#039;s highly limited. Kinda like a short burst            of hyper-adrenaline.&lt;br /&gt;
&lt;br /&gt;
===Weaknesses===&lt;br /&gt;
No glaring weaknesses, but he -is- just Hylian. The only super-human feats he&#039;ll do on            a semi-regular basis would be magic-based. Shoot him in the head, and he&#039;ll die as            easily as everyone else. Good luck catching him off guard though. ;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==World Notes==&lt;br /&gt;
&lt;br /&gt;
===[[Of Fate and Actions]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Sunflash&amp;diff=4617</id>
		<title>Sunflash</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Sunflash&amp;diff=4617"/>
		<updated>2024-01-23T01:45:23Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: Better Backstory, Phase 1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CharacterBio | color = #FF0 | picture = Kry_Sunflash_Resized.jpg | caption = Has been known to put people in a coma just for slapping him. | name = Manin Sunflash Erratu | age = 23-ish | race = Hylian | affiliation = None | status = Alive}}&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
===Origins===&lt;br /&gt;
Born in a moderately sized, if rural town in a Hyrule, Manin Erratu was the latest first son of a family of priests to the Goddesses of Hyrule. Without fail for the last twenty-odd generations, every first son of this family had been selected and tutored for various high-importance priestly positions throughout the Kingdom of Hyrule. This seemed like less of an issue for Manin than it may first sound, as there are multiple stations of high regard that would fit most varieties of personalities, so the family had never had any issues over the years of someone shirking the responsibilities and thereby damaging the family name. As part of his early training, Manin was introduced to various rules and aspects of spellcasting, and how part of the reason the family was so important was that all Magic had to come from the Goddesses, and therefore only those Priests so trained could any kind of magic safely.&lt;br /&gt;
And then Manin came into his early teens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Manin Sunflash Erratu (Known only as either Sunflash or Sunny) entered the Cleft as a result of bad luck, unfinished spells, and an overdose of hormones. Long story short: Upon Sunflash and his long-time girlfriend getting smacked around, and the girl in question dying; Sunny cast an incomplete time-traveling spell. Needless to say, it didn&#039;t quite work. He woke up in the general vicinity of [[Viorar]], bruised, battered, and generally a mess.&lt;br /&gt;
He spent about a year hanging out around Viorar, bothering locals and the wildlife. At one point during an incursion into [[Zigolis Swamp]], he came face to face with none other than [[Tenor]].&lt;br /&gt;
The Immortal expressed an interest in the young wizard&#039;s innate spellcasting talents and saw in him a kindred spirit as a scholar, extending to him an offer of guidance and help in exchanging for the wizard promising to be more careful with what little temporal-screwing knowledge he had. Sunflash accepted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dark Machinations Arc===&lt;br /&gt;
&lt;br /&gt;
*The Immortal [[Tenor]], the God of Day, sides against Jango, though more for his interest in protecting [[Sarai]] than for mortal benefit.&lt;br /&gt;
**Tenor names Sunflash his champion and bids him to head toward [[Truce]], the center of Jango&#039;s actions against the Middle Realm.&lt;br /&gt;
*Coalition forms, mortals banding together who were determined to stop Jango.&lt;br /&gt;
**Headed up by [[Milo]].&lt;br /&gt;
**Used abandoned Maverick Hunters base as headquarters.&lt;br /&gt;
**Never named.&lt;br /&gt;
**Jango destroys old Maverick Hunter base.&lt;br /&gt;
* The Immortal Sarai, Keeper of Hope, begins helping Coalition as best she can.  Works openly, and closely, with Tenor against Jango.&lt;br /&gt;
**Meets with Milo.&lt;br /&gt;
**Begs Jango to stand down.&lt;br /&gt;
*The Immortal [[Ageatii]], the Caretaker of Vitality, offers sanctuary from Jango to mortals.&lt;br /&gt;
**Testing mortals to see if there really is a threat.&lt;br /&gt;
**Depending on outcome, Ageatii would decide if he was to get involved.&lt;br /&gt;
*Knowing that he could not win on his own against the Upper and Middle Realms arrayed against him, Jango cuts his losses, takes Sarai, and abruptly retreats into the Upper Realm.&lt;br /&gt;
**There are no further actions taken against mortals.&lt;br /&gt;
&lt;br /&gt;
===Koopa Arc===&lt;br /&gt;
It happened on what started out as a pretty average day. There was a slightly larger crowd than normal around the fountain, but that wasn&#039;t a big deal. It was actually kind of nice, having so many people to talk to. Then, of course, the peace was shattered by Bowser charging into Truce. Sunflash took part in the following chaos, crossing spells with [[Kamek]] himself at one point. As the story goes, everyone eventually fell back to Truce, and [[Milo]] started the [[Truce Militia]]. Sunny joined up as a &#039;do-anything&#039; fellow, lending his spells to the defense of Truce.&lt;br /&gt;
&lt;br /&gt;
Bowser&#039;s threat has subsided, and despite a brief scare from the dark immortal Jango, all seemed quiet. Naturally it didn&#039;t last, and when Milo got news of various evildoings around the Truce area, Sunny volunteered to check it out. One thing led to another, and after repeatedly proving his worth to General Milo, Sunflash found himself the new Colonel of Truce, albeit grudgingly. Who knows what challenges await the Spell Twister of Truce?&lt;br /&gt;
&lt;br /&gt;
===War Amongst the Gods Arc, Part One===&lt;br /&gt;
The &#039;various evildoings&#039; turned out to be a prelude to one of Sunflash&#039;s most aggravating times yet. After abit of digging around, it came to light that someone by the name of Bahamut was raising a moderate sized army south in Fa&#039;Diel. After another period of time during which both sides pretty much ran around like cuccos on crack, the Milita commanders (yes, including Sunny) decided it might be prudent to setup a minor fort/watchpost in the Suflkasta pass south of Truce.&lt;br /&gt;
While everyone else worked on getting it organized/approved/funded, Sunflash found himself assigned as a diploment of all things. More spefically, a diplomat to the small Moogle community living in the mountains near the pass itself. After one of his more spectactular displays of self-restraint&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
===Spell Twister===&lt;br /&gt;
Sunflash has the ability to take any spell he knows, and &#039;twist&#039; them to             suit his purposes. IE; tractor beam becomes a grappling beam, or a jump boost. Halo becomes &#039;mirror image&#039; or some such. The farther away from it&#039;s &#039;original&#039; purpose a            spell is, the harder it is to perform. Sometimes loses control, resulting in a wild cast.&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
Slightly-above average skill with short-swords and rapiers. He likes to vent frustration            via         smashing things, so he practices with swords from time to time. Enough to matter.&lt;br /&gt;
&lt;br /&gt;
===Mind-over-matter===&lt;br /&gt;
Has the small ability to force his body to keep going despite pain or             exhaustion. He can&#039;t do it for long, and it&#039;s highly limited. Kinda like a short burst            of hyper-adrenaline.&lt;br /&gt;
&lt;br /&gt;
===Weaknesses===&lt;br /&gt;
No glaring weaknesses, but he -is- just Hylian. The only super-human feats he&#039;ll do on            a semi-regular basis would be magic-based. Shoot him in the head, and he&#039;ll die as            easily as everyone else. Good luck catching him off guard though. ;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==World Notes==&lt;br /&gt;
&lt;br /&gt;
===[[Of Fate and Actions]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Main_Page&amp;diff=4538</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Main_Page&amp;diff=4538"/>
		<updated>2023-08-01T17:09:26Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: Added Aug AotM&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file:Logo.png|center|400px|link=https://www.cleftofdimensions.net]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%&amp;quot; &lt;br /&gt;
! style=&amp;quot;width: 25%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Gameplay Info&lt;br /&gt;
! style=&amp;quot;width: 25%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Game Content&lt;br /&gt;
! style=&amp;quot;width: 25%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Roleplaying&lt;br /&gt;
! style=&amp;quot;width: 25%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Community&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-------------------------------------------------------------------------------------&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: rgba(32, 215, 112, 0.33);&amp;quot; | &lt;br /&gt;
;[[Newbie Guide|&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;Newbie Guide&amp;lt;/span&amp;gt;]]&lt;br /&gt;
;[[Classes]]&lt;br /&gt;
:[[Knight]] • [[Warrior]] • [[Thief]] • [[Wizard]] • [[Priest]] • [[Summoner]] • [[Geomancer]] • [[Dancer]]&lt;br /&gt;
&lt;br /&gt;
;[[Races]]&lt;br /&gt;
:&#039;&#039;&#039;[[:Category:Creatures|List of Races]]&#039;&#039;&#039; • [[Humans]] • [[Espers]] • [[Giganto]] • [[Hylians]] • [[Koopas]] • [[Moogles]] • [[Matangui]] • [[Pumpkinheads]] • [[Reploids]] • [[Saiyans]] • [[Kirbies]] •  [[Jumi]] • [[Lobstermen]] • [[Nui]] • [[Ranboobs]] • [[Kokiri]]&lt;br /&gt;
&lt;br /&gt;
;[[Statistics|Player Statistics]]&lt;br /&gt;
&lt;br /&gt;
;[[Skills]] and [[Spells]]&lt;br /&gt;
:[[Quest Skills]]&lt;br /&gt;
&lt;br /&gt;
;[[Item Types]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-------------------------------------------------------------------------------------&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: rgba(32, 215, 112, 0.33);&amp;quot; | &lt;br /&gt;
;[[Portal:Areas|&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;Areas Portal&amp;lt;/span&amp;gt;]]&lt;br /&gt;
:&#039;&#039;&#039;[[Geography]]&#039;&#039;&#039; • [[Area of the Month]] • [[:Category:Areas|List of Areas]] • [[Economy]] •  [[Player_Housing|Player Housing]]&lt;br /&gt;
&lt;br /&gt;
;[[Portal:Lore|&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;Lore Portal&amp;lt;/span&amp;gt;]]&lt;br /&gt;
:&#039;&#039;&#039;[[History]]&#039;&#039;&#039; • [[:Category:Non-player Characters|List of Non-player Characters]] • [[Religion]] • [[Layers of the Cleft]] • [[Magic]]&lt;br /&gt;
&lt;br /&gt;
;[[Special Events]]&lt;br /&gt;
:&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;[[2012 Scavenger Hunt]]&amp;lt;/span&amp;gt; • [[2010 Fall Deathmatch]] • [[DK Coins|2010 Scavenger Hunt - DK Coins]] • [[Chaos Clans]] • [[Minigames]] • [[Utensil Wars]]&lt;br /&gt;
&lt;br /&gt;
;[[Physics]]&lt;br /&gt;
:[[Astronomy]] • [[Time]]&lt;br /&gt;
&lt;br /&gt;
;[[Raid Bosses]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-------------------------------------------------------------------------------------&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: rgba(32, 215, 112, 0.33);&amp;quot; | &lt;br /&gt;
;&#039;&#039;&#039;[[Portal:RP|&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;RP Portal&amp;lt;/span&amp;gt;]]&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;[[Major Story Arcs]]&#039;&#039;&#039;&lt;br /&gt;
:[[:Category:Player Characters|List of Player Characters]] • [[Character Applications]] • [[Rules for Creating Player Character Articles]] • [[RP_Logs|RP Logs]]• [[World_Notes|World Notes]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;[[Clans]]&#039;&#039;&#039;&lt;br /&gt;
:[[:Category:Clans|List of Clans]] • [[Clan Halls]]&lt;br /&gt;
&lt;br /&gt;
;[http://cleftchatbeta.forumotion.com/ Cleft of Dimensions RP Forum]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: rgba(32, 215, 112, 0.33);&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
;Miscellaneous&lt;br /&gt;
:[[Recipes]] • [[Music of the Cleft]] • [[Immortal_Shops|Immortal Shops]] • [[Credits|MUD Credits]] • [[MUD Clients]]&lt;br /&gt;
&lt;br /&gt;
;Staff Updates&lt;br /&gt;
:[[Staff_Meeting_Minutes#Staff_Meeting_2-29-2020|Staff Meeting Minutes for 2-29-2020]]&lt;br /&gt;
:[[Staff_Meeting_Minutes#Staff_Meeting_2-16-2019|Staff Meeting Minutes for 2-16-2019]]&lt;br /&gt;
:[[Staff_Meeting_Minutes#Staff_Meeting_1-3-2018|Staff Meeting Minutes for 1-3-2018]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- ###################################################################################### --&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%&amp;quot; &lt;br /&gt;
! style=&amp;quot;width: 33%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Game Updates&lt;br /&gt;
! style=&amp;quot;width: 33%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0340a6;&amp;quot; | Area of the Month&lt;br /&gt;
! style=&amp;quot;width: 33%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0340a6;&amp;quot; | Featured Article&lt;br /&gt;
|-&lt;br /&gt;
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| style=&amp;quot;vertical-align:top; background-color: rgba(32, 215, 112, 0.33);&amp;quot; | &lt;br /&gt;
[[Changes_Log|&#039;&#039;&#039;Most Recent Updates to The Cleft of Dimensions&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
* [[Changes_Log#Changes_10_Apr_23|Changes 10 Apr 23]]: Mediawiki version updated&lt;br /&gt;
* [[Changes_Log#Changes_23_Jan_23|Changes 28 Mar 23]]: Damroll and container changes&lt;br /&gt;
* [[Changes_Log#Changes_23_Jan_23|Changes 06 Feb 23]]: Misc. spell tweaks, pretty much all spells work with Charge now&lt;br /&gt;
* [[Changes_Log#Changes_23_Jan_23|Changes 23 Jan 23]]: LOTS of spells have a new Charge effect, other changes.&lt;br /&gt;
* [[Changes_Log#Changes_17_Jan_23|Changes 17 Jan 23]]: Practices can be used to 100%, other various changes&lt;br /&gt;
* [[Changes_Log#Changes_03_Jan_23|Changes 03 Jan 23]]: Resurrect spell fix&lt;br /&gt;
* [[Changes_Log#Changes_12_Oct_22|Changes 12 Oct 22]]: Fixes for Whirlwind and Manashield, back-end fixes and updates.&lt;br /&gt;
* [[Changes_Log#Changes_15_June_22|Changes 15 June 22]]: The [[Dimensional_Corridor|Dimensional Corridor]], a writing assistant, is now linked in the [[Monotoli_Building|Monotoli Building]]!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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| style=&amp;quot;vertical-align:top; background-color: rgba(32, 215, 112, 0.33);&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;[[Area_of_the_Month | Area of the Month]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Area of the Month for August 2023 is [[August_2023:_Carnival_Night_Zone|Carnival Night Zone]]!&lt;br /&gt;
&lt;br /&gt;
Book a hotel room, risk your money at the casino, then turn your chips into [[Player_Housing|restring tokens]]!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-------------------------------------------------------------------------------------&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: rgba(32, 215, 112, 0.33);&amp;quot; | &lt;br /&gt;
{{FeaturedArticle}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%&amp;quot; &lt;br /&gt;
! style=&amp;quot;width: 33%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Builder Compendium&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: rgba(32, 215, 112, 0.33);&amp;quot; | &lt;br /&gt;
;Builder Info&lt;br /&gt;
:[[Building Guide]] • [[Mprog Compendium]] • [[Flags Compendium]] • [[Builder Applications]] • [[Forum For Proposing Racial Abilities]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
On this page, we will try to present and iron out all the hard facts of the [http://cod.mudmagic.com Cleft of Dimensions] universe. Yes, we&#039;re probably making a lot of this stuff up as we go along. Regardless - this is canon in the making!&lt;br /&gt;
&lt;br /&gt;
Any and all CoD staff members are invited to make contributions to the article pages. However, if you&#039;re adding something controversial, make sure to discuss it on a discussion page first. All CoD players are invited to make contributions to the discussion pages, but I ask that you don&#039;t modify the article pages.&amp;lt;br&amp;gt;&lt;br /&gt;
- MTS 11:02, 5 February 2006 (PST)&lt;br /&gt;
&lt;br /&gt;
Clan leaders can create and edit pages for their clan at their discretion, also. This way, we resolve the headache of keeping the main website updated continually.&amp;lt;br&amp;gt;&lt;br /&gt;
- Ben 10:27, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nature and Nature&#039;s Laws lay hid in night;&amp;lt;br&amp;gt;God said, &#039;Let Newton be!&#039; -- And all was light.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=August_2023:_Carnival_Night_Zone&amp;diff=4537</id>
		<title>August 2023: Carnival Night Zone</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=August_2023:_Carnival_Night_Zone&amp;diff=4537"/>
		<updated>2023-08-01T17:07:32Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: Fixed page link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Area of the Month for August 2023  is [[Carnival_Night_Zone|Carnival Night Zone]]!&lt;br /&gt;
&lt;br /&gt;
A template format for your review is below; click &#039;edit&#039; at the top of the page, copy-pasta from the &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt; to the next &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt;, and fill in the gaps!&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;&#039;&#039;&#039;Yes,&#039;&#039;&#039;&#039;&#039; a wiki account is required to edit the page and therefore post your review, but take heart: The wiki is hosted by the Cleft itself, not a third party!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player: You!(Class/Level)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Date(s): &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: X/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
How does the area&#039;s room descriptions(descs) work for you? Do they give you a good idea of the area? Do things that stand out in the desc and NEED explanation GET that, either from flavor text(extra-descs) or NPCs in the room or anything?&lt;br /&gt;
&lt;br /&gt;
What about mobiles(mobs) and their descriptions? Can you get a decent mental image of who or what this NPC/monster is? Do they respond when you talk or interact with them?&lt;br /&gt;
&lt;br /&gt;
Some areas have interact-able objects like fountains. Do they stack up well also?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: X/10 (OR N/A)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(NOTE: combat will be most accurately gauged when your character is in the area&#039;s suggested level range.)&lt;br /&gt;
&lt;br /&gt;
If this area has combat, how does it feel? Does anything jump as horribly overpowered and impossible to deal with? What about the flipside, anything far too easy to beat? &lt;br /&gt;
&lt;br /&gt;
Are purchased or rewarded items at the appropriate strength levels? Is the effort required to obtain rewarded items reflected in their usefulness (or uniqueness and fancifulness)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: X/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Why would you suggest someone come to this area?&lt;br /&gt;
Is it just a good place to grind experience(lots of mobs)?&lt;br /&gt;
Does the area provide a chunk of good gold and loot?&lt;br /&gt;
&lt;br /&gt;
What about the quests? Does this area&#039;s quests feel properly done, or is there some part of it that you feel needs work?&lt;br /&gt;
&lt;br /&gt;
For towns, are the shops good? Any other non-combative attraction for the area?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: X/10 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
How easily and well does this area connect to its nearby areas?&lt;br /&gt;
Does it make sense thematically to be connected to the areas it is?&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Area of the Month]]&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Area_of_the_Month&amp;diff=4536</id>
		<title>Area of the Month</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Area_of_the_Month&amp;diff=4536"/>
		<updated>2023-08-01T17:07:02Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: /* Area Reviews */ Added Aug 2023&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every month or so a completed area will be randomly selected to be reviewed by anyone interested. Both staff and players are invited to directly edit the page but please do not modify other comments. Please use the best possible spelling and grammar you are capable of. Please write constructive reviews and feel free to offer concrete suggestions for improvement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All players who review an area will receive two(2) restring tokens, with sufficiently detailed and helpful reviews(Per Funslash&#039;s opinion) receiving an Immortal Token.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
ALSO:  any NEW players (aka not you kids that have been around for several months) will be allowed to  submit ONE(1) &#039;out of season&#039; review of any zone up to around level 15, and it will be subjected to the usual AotM rules and rewards.&lt;br /&gt;
KEEP IN MIND: Any extra reviews are always accepted; and if we decide to do an AotM of a place you &amp;quot;recently&amp;quot; reviewed, I will consider your review of said area &#039;in season&#039;(and therefore eligible for a reward) once the AotM comes up. (So no double-dipping!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Area Reviews ==&lt;br /&gt;
&lt;br /&gt;
[[Dec 2006: Saturn Valley]]&lt;br /&gt;
&lt;br /&gt;
[[Jan 2007: Zork]]&lt;br /&gt;
&lt;br /&gt;
[[Feb 2007: Joel Island]]&lt;br /&gt;
&lt;br /&gt;
[[Mar 2007: Monotoli Building]]&lt;br /&gt;
&lt;br /&gt;
[[Apr 2007: Frosty Forest]]&lt;br /&gt;
&lt;br /&gt;
[[Jan 2008: Donut Plains]]&lt;br /&gt;
&lt;br /&gt;
[[Jun 2008: Madra Ice Field]]&lt;br /&gt;
&lt;br /&gt;
[[Jul 2008: Zigolis Swamp]]&lt;br /&gt;
&lt;br /&gt;
[[Sep 2009: McNeil Woods]]&lt;br /&gt;
&lt;br /&gt;
[[Oct 2009: Lelanol&#039;s Lair]]&lt;br /&gt;
&lt;br /&gt;
[[Nov 2009: Angel Tower]]&lt;br /&gt;
&lt;br /&gt;
[[Dec 2009: El Nido Triangle]]&lt;br /&gt;
&lt;br /&gt;
[[Jan 2010: Cactuar Island]]&lt;br /&gt;
&lt;br /&gt;
[[Feb 2010: Haunted Wasteland]]&lt;br /&gt;
&lt;br /&gt;
[[Mar 2010: Arlia]]&lt;br /&gt;
&lt;br /&gt;
[[Sep 2010: Sea of Wonders]]&lt;br /&gt;
&lt;br /&gt;
[[Oct 2013: Gigantos Stronghold]]&lt;br /&gt;
&lt;br /&gt;
[[Jan 2018: Truce]]&lt;br /&gt;
&lt;br /&gt;
[[Feb 2018: Viorar]]&lt;br /&gt;
&lt;br /&gt;
[[Mar_2018:_Chocobo_Forest|Mar 2018: Chocobo Forest]]&lt;br /&gt;
&lt;br /&gt;
[[Apr_2018:Booster_Tower|Apr 2018: Booster Tower]]&lt;br /&gt;
&lt;br /&gt;
[[May_2018:_Lea_Monde|May 2018: Lea Monde]]&lt;br /&gt;
&lt;br /&gt;
[[July_2018:_Faron_Woods|July 2018: Faron Woods]]&lt;br /&gt;
&lt;br /&gt;
[[September_2018:_Safari_Zone|September 2018: Safari Zone]]&lt;br /&gt;
&lt;br /&gt;
[[October_2018:_Barrel_Volcano|October 2018: Barrel Volcano]]&lt;br /&gt;
&lt;br /&gt;
[[November_2018:_Rabite_Forest|November 2018: Rabite Forest]]&lt;br /&gt;
&lt;br /&gt;
[[December_2018:_R-Y_Factory_Ruins|December 2018: R-Y Factory Ruins]]&lt;br /&gt;
&lt;br /&gt;
[[Jan_2019:_Eldin_Mountain|January-February 2019: Eldin Mountain]]&lt;br /&gt;
&lt;br /&gt;
[[April_2019:_Frosty_Forest|April 2019: Frosty Forest]]&lt;br /&gt;
&lt;br /&gt;
[[May_2019:Altamira_Boardwalk|May 2019: Altamira Boardwalk]]&lt;br /&gt;
&lt;br /&gt;
[[June_2019:_Brigantes|June 2019: Brigantes]]&lt;br /&gt;
&lt;br /&gt;
[[July_2019:Mount_Rolante|July 2019: Mt Rolante]]&lt;br /&gt;
&lt;br /&gt;
[[August_2019:_Goreomemu_Swamp|August 2019: Goreomemu Swamp]]&lt;br /&gt;
&lt;br /&gt;
[[September_2019:_Chimp_Caverns|September 2019: Chimp Caverns]]&lt;br /&gt;
&lt;br /&gt;
[[October_2019:_Arlia|October 2019: Arlia]]&lt;br /&gt;
&lt;br /&gt;
[[November_2019:_Phendrana_Drifts|November/December 2019: Phendrana Drifts]]&lt;br /&gt;
&lt;br /&gt;
[[January_2020:_Bubbly_Clouds|January 2020: Bubbly Clouds]]&lt;br /&gt;
&lt;br /&gt;
[[June_2021:_Midnight_Gardens|June 2021: Midnight Gardens]]&lt;br /&gt;
&lt;br /&gt;
[[January_2023:_Alfador_Isle|January 2023: Alfador Isle]]&lt;br /&gt;
&lt;br /&gt;
[[August_2023:_Carnival_Night_Zone|August 2023: Carnival Night Zone]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Area of the Month|*]]&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=August_2023:_Carnival_Night_Zone&amp;diff=4535</id>
		<title>August 2023: Carnival Night Zone</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=August_2023:_Carnival_Night_Zone&amp;diff=4535"/>
		<updated>2023-08-01T17:05:54Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: Created!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Area of the Month for August 2023  is [[Carnival Night Zone|Carnival_Night_Zone]]!&lt;br /&gt;
&lt;br /&gt;
A template format for your review is below; click &#039;edit&#039; at the top of the page, copy-pasta from the &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt; to the next &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt;, and fill in the gaps!&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;&#039;&#039;&#039;Yes,&#039;&#039;&#039;&#039;&#039; a wiki account is required to edit the page and therefore post your review, but take heart: The wiki is hosted by the Cleft itself, not a third party!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player: You!(Class/Level)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Date(s): &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: X/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
How does the area&#039;s room descriptions(descs) work for you? Do they give you a good idea of the area? Do things that stand out in the desc and NEED explanation GET that, either from flavor text(extra-descs) or NPCs in the room or anything?&lt;br /&gt;
&lt;br /&gt;
What about mobiles(mobs) and their descriptions? Can you get a decent mental image of who or what this NPC/monster is? Do they respond when you talk or interact with them?&lt;br /&gt;
&lt;br /&gt;
Some areas have interact-able objects like fountains. Do they stack up well also?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: X/10 (OR N/A)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(NOTE: combat will be most accurately gauged when your character is in the area&#039;s suggested level range.)&lt;br /&gt;
&lt;br /&gt;
If this area has combat, how does it feel? Does anything jump as horribly overpowered and impossible to deal with? What about the flipside, anything far too easy to beat? &lt;br /&gt;
&lt;br /&gt;
Are purchased or rewarded items at the appropriate strength levels? Is the effort required to obtain rewarded items reflected in their usefulness (or uniqueness and fancifulness)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: X/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Why would you suggest someone come to this area?&lt;br /&gt;
Is it just a good place to grind experience(lots of mobs)?&lt;br /&gt;
Does the area provide a chunk of good gold and loot?&lt;br /&gt;
&lt;br /&gt;
What about the quests? Does this area&#039;s quests feel properly done, or is there some part of it that you feel needs work?&lt;br /&gt;
&lt;br /&gt;
For towns, are the shops good? Any other non-combative attraction for the area?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: X/10 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
How easily and well does this area connect to its nearby areas?&lt;br /&gt;
Does it make sense thematically to be connected to the areas it is?&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Area of the Month]]&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4517</id>
		<title>January 2023: Alfador Isle</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4517"/>
		<updated>2023-05-04T02:19:50Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: Marking Slurmp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Area of the Month for January 2023  is [[Alfador_Isle|Alfador Isle]]!&lt;br /&gt;
&lt;br /&gt;
A template format for your review is below; click &#039;edit&#039; at the top of the page, copy-pasta from the &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt; to the next &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt;, and fill in the gaps!&lt;br /&gt;
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(&#039;&#039;&#039;&#039;&#039;Yes,&#039;&#039;&#039;&#039;&#039; a wiki account is required to edit the page and therefore post your review, but take heart: The wiki is hosted by the Cleft itself, not a third party!&lt;br /&gt;
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&#039;&#039;&#039;Player: You!(Class/Level)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): &#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: X/10&#039;&#039;&#039;&lt;br /&gt;
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How does the area&#039;s room descriptions(descs) work for you? Do they give you a good idea of the area? Do things that stand out in the desc and NEED explanation GET that, either from flavor text(extra-descs) or NPCs in the room or anything?&lt;br /&gt;
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What about mobiles(mobs) and their descriptions? Can you get a decent mental image of who or what this NPC/monster is? Do they respond when you talk or interact with them?&lt;br /&gt;
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Some areas have interact-able objects like fountains. Do they stack up well also?&lt;br /&gt;
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&#039;&#039;&#039;Balance: X/10 (OR N/A)&#039;&#039;&#039;&lt;br /&gt;
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(NOTE: combat will be most accurately gauged when your character is in the area&#039;s suggested level range.)&lt;br /&gt;
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If this area has combat, how does it feel? Does anything jump as horribly overpowered and impossible to deal with? What about the flipside, anything far too easy to beat? &lt;br /&gt;
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Are purchased or rewarded items at the appropriate strength levels? Is the effort required to obtain rewarded items reflected in their usefulness (or uniqueness and fancifulness)&lt;br /&gt;
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&#039;&#039;&#039;Attractions: X/10&#039;&#039;&#039;&lt;br /&gt;
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Why would you suggest someone come to this area?&lt;br /&gt;
Is it just a good place to grind experience(lots of mobs)?&lt;br /&gt;
Does the area provide a chunk of good gold and loot?&lt;br /&gt;
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What about the quests? Does this area&#039;s quests feel properly done, or is there some part of it that you feel needs work?&lt;br /&gt;
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For towns, are the shops good? Any other non-combative attraction for the area?&lt;br /&gt;
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&#039;&#039;&#039;Connections: X/10 &#039;&#039;&#039;&lt;br /&gt;
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How easily and well does this area connect to its nearby areas?&lt;br /&gt;
Does it make sense thematically to be connected to the areas it is?&lt;br /&gt;
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&#039;&#039;&#039;Player: Garant(Ninja/41)&#039;&#039;&#039;  -- TOKEN&#039;D!&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s):1-26-23&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 10/10&#039;&#039;&#039;&lt;br /&gt;
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The room descriptions are creative and informative. Everything is connected via easy to see or figure out room desc. No rubbing your face on walls to figure out how to proceed! Everything is lively and evokes mental visuals in every area. From the forest to the hamlet and in Magus&#039; Castle itself, every tile you walk to will be a pleasure to read and mull over as you proceed to explore. &lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039; &lt;br /&gt;
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Majority of the area is fairly balanced. You might have a rather large gathering of enemies stuck behind closed doors, but overall I would say it&#039;s balanced. There are a couple of fights where you might need to take caution and proceed carefully. The Big Bats like to form trios and being succ&#039;d to death is a very real possibility. Haunters in the area are also rather strong, and if they are still able to clump up in Ozzie&#039;s boss room and their backstab attack (Sucker Punch) doesn&#039;t hit like it used to (~200 a punch) but is still a painful occurrence (~50-70 a punch) and there are multiple present in the room, so use AoE with EXTREME caution.&lt;br /&gt;
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Final Boss himself is sort&#039;ve on the squishy side, but then again he is a nerdy wizard, no matter how many cool capes he wears. But his spells are nothing to sneeze at, and he uses them a lot during his fights.&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 10/10&#039;&#039;&#039;&lt;br /&gt;
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Some of the more used items in the game are found here. The shops, while overpriced, hold some rather powerful equipment for Mid-30s if you can afford it. The only thing lacking in the area is a stable source of food and water for those who may need it. You can buy filled canteens from the shop here, but it&#039;s super expensive. If you don&#039;t feel like buying equips, the forest and castle proper have some pretty good stuff awaiting procurement from within. XP is good, lots of enemy variety in my opinion if you can safely navigate the entire zone. Would be cool to have a quest where the inhabitants didn&#039;t hate you.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 7/10&#039;&#039;&#039;&lt;br /&gt;
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It&#039;s super easy to get to Alfador Isle. Getting BACK to where you came from might be an issue depending on where you&#039;re coming from. It connects nicely to some higher leveled areas, and those areas are certainly worth exploring.&lt;br /&gt;
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Overall the zone is pretty straightforward and fun to explore and play in. &lt;br /&gt;
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&#039;&#039;&#039;TOTAL 8/10&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Player: Linn(Priest/100)&#039;&#039;&#039; SHELL&#039;D!&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 1/26/2023&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 8/10&#039;&#039;&#039;&lt;br /&gt;
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When you first enter Alfador through the ferry, you&#039;re given a nice little paragraph describing both the ominous forest that awaits you, as well as a good view of the horizon, showing off El Nido. Fans of the Chrono games will likely appreciate the nod, and I personally always like when related areas are in relative proximity.&lt;br /&gt;
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Taking your first steps forward the southern path turns from a sandy shore to the dark woods that, while not too treacherous, aren&#039;t completely straightforward, either. Personally I feel this area is just the right size, given that you&#039;re likely here for one of three attractions. Nobody likes getting lost in the woods, and that&#039;s unlikely here.&lt;br /&gt;
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Venturing northwest through the woods, the dark and creepy vibes continue throughout, eventually leading to unnatural stone formations, which can actually be examined for a bit more flavor text! When not used in excess, I do enjoy descriptors like this for things that return more flavor than &amp;quot;nothing unusual&amp;quot;. A single apple tree on the farthest northwest section of the forest is a freebie source of food for non-Reploid peoples, a fun little nicety for the adventurer on a tight budget.&lt;br /&gt;
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Eastward, the gloomy forest straight out of a horror movie gives way to an onyx gate with a crayon-scribbled sign leading to Medina, village of the imps. I&#039;ve always enjoyed the quaint feeling of this place, and by comparison to the armed soldiers in Magus&#039; employ, these guys seem a lot more mischievous and a lot less murderous. Everything here is comparatively pint-sized, a little detail that drew a grin from me as I was writing this.&lt;br /&gt;
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On the north side of the island is Magus&#039; castle, and its as dark and spooky as you would expect. With one minor spoiler-y exception there isn&#039;t anything to pay attention to in room descriptions within other than the immersion factor, which is done well here. As an aside, the periodic ambient noises such as the distant screeching in the forest and the ghostly horrors in the castle are a nice touch, I always appreciate zones that incorporates those. &lt;br /&gt;
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Of the mobs in the area, nearly everything on the island feels accurate to the source material, while distinctly remixed in that Cleft sorta way. The Medina citizens themselves are a fun variety of characters. Very colorful they are, its clear a good deal of care was put into the characterization of even the most minor NPCs here. All of the notable, named NPCs that dwell within Magus&#039; castle are the ones you likely expect, with few real surprises.&lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
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In general, combat here is pretty simple, even for those on-level. I don&#039;t think throughout my two year history with Cleft I&#039;ve ever struggled with any of the mobs or bosses in this area whatsoever. And that&#039;s okay, I think its a good thing to have an accessible area to fall back on, especially if you find yourself struggling in McNeil, a more dangerous area that has a level range overlapping with this zone. A few scattered solo mobs in the forest are ripe for the pickings of those aiming to push level boundaries and grind above their weight class, and the early rooms of the Castle are prime candidates for this too. &lt;br /&gt;
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There are, however, a small handful of rooms within Magus&#039; Castle where you can find yourself ganged up on by a big number of foes at once. While I never had too much issue with it, good general advice for the entire game applies here: keep your Health/Mana/Move up between fights. No one mob here is particularly nasty, but a small army of them at once can send you home with a hefty Necro bill.&lt;br /&gt;
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OF NOTE: the one major outlier in difficulty is the Battlefield Rune, it is easily the most dangerous subsection of the entire zone, capable of sending a player packing if they aren&#039;t prepped and paying attention. By its nature, you will be facing 3 - 4 things per wave, and they always get the jump on you, and many of them have tricks a low level player may not have seen before. Don&#039;t ever get overconfident here, even if above level!&lt;br /&gt;
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As for quest rewards, the boss drops feel largely middling in terms of power, neither particularly bad or exceptionally good. Given that its mostly a straight-forward run through a few branching rooms, that&#039;s not all too unexpected, and I can&#039;t claim the modest effort required to clear the castle feels unrewarding given its relative ease. Honestly, the best prize to be had isn&#039;t even from the Castle itself, but the forest&#039;s Battlefield Rune... 16 remorts in and I still wear two copies of the ring prize for a majority of each run (and it can be enchanted! Just remember, one drop per remort!!)&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 9/10&#039;&#039;&#039;&lt;br /&gt;
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Firstly, anyone that&#039;s a fan of Chrono Trigger will likely enjoy the sights, I know this is what drew me to the area early in my Cleft career, years ago. Great care has been made to keep the Chrono Trigger vibe in this area, and I really dig it.&lt;br /&gt;
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Flavor isn&#039;t the only reason to check this place out, for such a compact zone there is a good deal to be done here. Trainers on their gym challenge will want to pay a visit to the Medina Pokemon gym to continue that quest line, and the miniquest involved to challenge the gym leader shouldn&#039;t put you too far out of your way to solve.&lt;br /&gt;
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For everyone else, there are two other really good reasons to visit, the less obvious of which being the Battlefield Rune in the northwest part of the forest! I always love encountering these, though this one as mentioned before is decidedly more difficult than Truce Canyon&#039;s. The enemy variety in this one is rather diverse, don&#039;t expect to just get hit with some lazy DPS, some of the mobs you&#039;ll face have some nasty surprises, keep recall scrolls at the ready to dip if it gets dicey! The reward for clearing this rune is well worth it even if you&#039;re overleveled, I highly recommend you nab it every remort!&lt;br /&gt;
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And of course, the main event, Magus&#039; castle. For such a daunting keep, the interior isn&#039;t actually all that massive, which I can appreciate. There&#039;s a bit to say about the navigation here and the sheer number of keys you have to manage, but its all done in a particular order that isn&#039;t too obtuse. The rewards within are potentially worthwhile for first/low remort characters, though nothing absolutely spectacular. still, if you love Chrono Trigger, its worth a run through for the fun of it, and the mob density means on-level players will likely come out a with a heaping helping of EXP.&lt;br /&gt;
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Grinding area of note: The first few rooms of Magus&#039; castle are very mob dense. Henches are aggro but they have a unique &amp;quot;slow&amp;quot; aggro cycle, oblivious to your presence until you&#039;ve hung around for several pulses. Generally, it isn&#039;t too dangerous of a spot to do some good old fashioned bashin&#039;. There are a few common pieces of loot that include some weapons at this range, and though none of them are particularly noteworthy, Merchants will probably come out with more than an armful of stuff to fence off for some sweet, sweet low-level gold.&lt;br /&gt;
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There&#039;s also a quaint little weapon shop in Medina that has some options for every weapon type, for non-Reploids that have found themselves behind the damage dice curve, which actually seem pretty decent for store-bought options. If you&#039;re level 35 and find yourself in dire need of an upgrade, you could do worse.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 9/10 &#039;&#039;&#039;&lt;br /&gt;
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A simple ticket from Truce will put you on a ferry that will get you to your destination. I never really understood why these ferries needed to force you to wait for the duration of the ride, and why you can&#039;t simply be teleported to the location upon handing in the ticket, but immersion isn&#039;t a bad thing unless it actively hurts the gameplay experience, and the ride is rather short anyway. Alfador works as a means to get over to Cactuar island, which is a particularly nice leveling zone in its own range, as well as the Seaside town in Shadmire.&lt;br /&gt;
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Being that its a ferry ride to get here, there&#039;s obviously no walking back, and a player would be foolish to spend a ticket on a ferry back where they came from. A shop in Medina itself sells recall scrolls in case you forgot yours, its nice to see care was taken to prevent an underleveled player from getting easily stuck here. &lt;br /&gt;
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An easily accessible owlite statue is also here that requires no extra obnoxious quest hoops to jump through. Hooray for convenience!&lt;br /&gt;
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&#039;&#039;&#039;Overall: 8.5/10&#039;&#039;&#039;&lt;br /&gt;
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One of my favorite areas in the low level range, a place I frequently return to on my remort speedruns. It&#039;s definitely worth going through the gauntlet of Magus&#039; castle at least once, especially if you&#039;re a fan of the source game. There&#039;s no real needless frustration or obtuse builder mind-reading to contend with. All and all, very comfy and enjoyable.&lt;br /&gt;
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&#039;&#039;&#039;Player: Kilicx(Gladiator/81&#039;&#039;&#039; --TOKEN&#039;D&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 2/5/2023&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 9/10&#039;&#039;&#039;&lt;br /&gt;
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When i first got here I of course went to the forest. Everything was what you would expect from a forest descriptions were well done and fit with the theme. The Medina Village was my next stop. I wandered in&lt;br /&gt;
a house with two imps who started arguing with each other. This was an interesting addition to the interactions from there that give a feel as to how some of the imps may act. From there I went to Magus Castle&lt;br /&gt;
another place i enjoyed exploring as well descriptions and colors and all seem fitting for the area which is also rather well done and straight forward. In all the places I ventured into it seems to give a good&lt;br /&gt;
feel of the area and where things are. Things are explained rather nicely and I don&#039;t remember having much trouble using the knowledge of what you learn this way in figuring out where to go or what to do. The way the final boss works also is rather enjoyable to see. One of the mini bosses crystallizing and requiring interaction for the player to do something about this was entertaining.&lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
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The combat is this area isnt overwhelming and is fairly decent if you are attempting this at level. There are only a few things that seem to stick out here. The Final boss is about right for level if you are&lt;br /&gt;
attempting this on your first play through or not it doesn&#039;t seem overpowered to the point where you would not be able to handle it either way. The regular enemies around this area in the forest or inside&lt;br /&gt;
Magus Castle seem to be on average what you would expect as well and possibly a slight easier than some of the other places you can find enemies in this range. The items you receive as rewards from quests or&lt;br /&gt;
from the boss fight itself seem pretty good as well. The things found here are more geared towards casters and the such. Since Magus Castle is in this area that seems suited toward the theme of things.&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 8/10&#039;&#039;&#039;&lt;br /&gt;
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Magus Castle is for sure the main attraction for coming here and it&#039;s fun to complete and enjoyable. Especially the last boss fight. Don&#039;t forget about the arena in the forest. I have always enjoyed the arena fights from the first introduced one in Truce Canyon and finding another one here was fun to do as well. It&#039;s fun to get to fight waves of enemies. The quests in this area all seem easy enough to figure out&lt;br /&gt;
without having to waste too much time or wandering around too long to figure out the answer. The town shops are ok even though there is not a lot to buy at the Cafe the other shop seems to have about what you would expect including some level range weapons for the area and of course recall scrolls. This is nice in case you ran out or forgot yours. It does lack a fountain in the town which I found a little odd.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 8/10&#039;&#039;&#039;&lt;br /&gt;
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Being just a ferry ride away from Truce it is not hard to find this place. Everything around here is easy enough to find and not much having to stumble upon things as you go. There is also a faster way to get&lt;br /&gt;
back to here once you find it so that is reassuring that you don&#039;t have to ride the ferry every time if you choose not to do so.&lt;br /&gt;
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&#039;&#039;&#039;Overall 8.25/10&#039;&#039;&#039;&lt;br /&gt;
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Worth visiting and doing quests here. It&#039;s overall a fun area to explore with lots of neat things going on.&lt;br /&gt;
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&#039;&#039;&#039;Player: Slurmp (Geomancer/30 to Time Mage/34)&#039;&#039;&#039; --SHELL&#039;D!&lt;br /&gt;
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&#039;&#039;&#039;Review Date: 2/23/23&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 7/10&#039;&#039;&#039;&lt;br /&gt;
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I should note that, while I try to be objective, this section especially is pretty subjective. I&#039;ll start with the more negative comments: I, mostly, like the roomdescs. However, I think it is apparent that there are, per the wiki, 5(!) authors to this zone: the descriptions and style vary wildly by section. As strictly a matter of personal taste, I enjoy the descriptions in Medina the most, the Forest and Upper Castle next-most (a bit overwrought (walls &amp;quot;looming overhead with their stony composition&amp;quot;) but in a pretty fun/mood-setting way), and the Lower Castle the least. Three major points of contention:&lt;br /&gt;
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* I personally object to the regular use of the second person in room descriptions. That preference notwithstanding, it&#039;s not used terribly in *most* of the zone (eg I think the forest is fine). However, in the Lower Castle I think it gets really problematic. Sometimes it doesn&#039;t line up with my character&#039;s &#039;lived&#039; experience (a room mentions the &amp;quot;stairs you have climbed,&amp;quot; but what if I&#039;m returning from the other way? etc). Sometimes, it&#039;s the next problem:&lt;br /&gt;
* In the Forest, the descriptions are moody. In the Lower Castle, I think they are, occasionally, outright edgelord-ey. Now, for this review, I made a new alt, to simulate the new player experience -- but, were I a level 100 remorter (say, returning for a questline), would I really feel that &amp;quot;everything inside of you is screaming for you to run for your life&amp;quot;?&lt;br /&gt;
* I count one room with *10* lines in its roomdesc, and its not an unusual case. :| &lt;br /&gt;
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...anyways, all of that isn&#039;t the most important thing, really. And I do feel the rest of the zone ranges from good to great in this regard. What *does* matter more is its use of extradescs, because there the inconsistency *matters*. There are five or so fairly important extradescs in the zone I can think of, but many would be unlikely to find them -- because the rest of the zone trains you that, no, there&#039;s not going to be a extradesc for practically anything, not even (say) the important-sounding altar or the specially-described door. What&#039;s more, the zone&#039;s not consistent in that regard -- Medina has a handful of extradescs (and they&#039;re all adorable and wonderful), but the castle has few to none. I&#039;m all for hidden extradescs that reveal hidden secrets (in fact, I found some while doing this review), but it&#039;s not fair to have such secrets when the zone otherwise seems to pull the other way entirely.&lt;br /&gt;
(A handful of notable items that I think could use descs: Slash&#039; throne; cart corral &amp;amp; trash can; castle doors; portal; heavy purple door; magus&#039; altar. Lever could afford to have chain added as a keyword.)&lt;br /&gt;
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On the positive side, I think there&#039;s some areas that feel bursting with life -- Medina is a delight (the philosopher imps and their Orb, to whatever&#039;s up with Huggyfofo), and many of the roomdescs *are* cool and fun. (And, it&#039;s been awhile since I&#039;ve played Chrono Trigger, I think the Castle feels pretty accurate to source?) Plus, occasionally you get these little details I didn&#039;t expect -- chanting in the room before Magus, for instance. Oh, yeah, and the Ascii art&#039;s lovely. All told, I think this area&#039;s descriptions are decent -- they just vary a lot, and that inconsistency (IMO) makes it worse than if the entire area had been written with one convention for extra descs and so forth. But the detailwork is sporadically there, and frequently delightful when present.&lt;br /&gt;
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Miscellaneous, unrelated side notes: 1) it&#039;d be nice if there were a fast way down from the top of Magus&#039; castle (besides recall). Could we maybe add a jumping-off point? (Not in the second boss room, though - it&#039;s too likely someone would flee right off it.) 2) For the quest that features 3 little melt_drop items, it&#039;d be nice if they weren&#039;t keys, so they didn&#039;t disappear on logout. Mostly cuz going back through the area is really, really annoying, if (say) you don&#039;t know where to bring &#039;em, or need to logout, etc.&lt;br /&gt;
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tl;dr not enough extra descs, or rather, inconsistent use of them, which makes the very few that do exist feel somewhat unfair&lt;br /&gt;
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&#039;&#039;&#039;Balance: 9/10&#039;&#039;&#039;&lt;br /&gt;
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I can only really comment in an extremely limited frame of reference of a level 30ish geomancer. That said, I think the balance was good! Imps and Henches are pretty easy but not pushovers (Henchs can be dangerous in large numbers), Bats punish casters (always good imo), the bosses are mildly challenging and have a very smooth increasing curve of difficulty, all told very good. &lt;br /&gt;
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I can&#039;t personally comment on weapons... I didn&#039;t really find anything I found worth keeping as trash drops (as a projec/shortbash Reploid not fond of 2-handers and too low-level for the shop weapons), but at least one of the boss drops seems like it&#039;ll be usable in a few levels. All told, decent-seeming drops, balance-wise, and the shop weapons seem okay.&lt;br /&gt;
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Some miscellaneous comments:&lt;br /&gt;
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* Slash&#039; fight might be progged to make you pick up the wrong thing when he dies -- I picked up a black ball with silver spikes that happened to be lying around, rather than the key.&lt;br /&gt;
* I feel the Haunters are still a bit much, to be honest. If 2 are meant to be a moderate challenge for a post-fight fight, then letting 6 (that I saw) float around is an issue, imo. But, admittedly, this is largely an issue for Geomancer (and maybe Elementalist?), since most classes don&#039;t get much AoE.&lt;br /&gt;
* One comment on the imps: none of my Geomancer skills seem to be able to move them. Which is a moderate downside, but mostly just seems weird -- they just seem like the *should* be wandering mob equivalents, so why can&#039;t they be moved? (Possibly also relevant to suplex, Fear, ... idk, maybe I&#039;m just, like, doing it wrong?)&lt;br /&gt;
* The doors lock on area reset, so it&#039;d be really nice if a) the doors could be opened for free from the other side (since the area&#039;s basically linear in the order you have to play it in) but more importantly b) can we either &#039;&#039;&#039;add a corpsecatcher&#039;&#039;&#039; or make the keys adhesive? My corpse got trapped behind a door at least once.&lt;br /&gt;
* The Imp Armor is a neat idea&lt;br /&gt;
* The PokeBattle, while extremely difficult to my low-30s Geomancer (well, okay, I just need to buy more potions, that&#039;s my own fault for not using them enough), is really interesting, tactically and aesthetically. All told, that&#039;s a 10/10 PokeGym in my books.&lt;br /&gt;
* Can&#039;t comment on the Rune much because it was significantly too difficult for me to make more than cursory headway at my current level (and, while I must have done it at some point since I have the reward on my main character, I don&#039;t remember it). But, honestly, a bit of challenge is okay, nothing wrong with that (and it may be a side-effect of my current class -- Wizard, for instance, could put foes to sleep to get time to regen).&lt;br /&gt;
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tl;dr With some asterisks, felt good to me! Pls add corpsecatcher to the castle, though&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 8/10&#039;&#039;&#039;&lt;br /&gt;
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This one, I think, would have really surprised me, before. Imo, Alfador felt kinda empty, in my earliest playthroughs and first impressions? (Maybe this is my grudge with the castle&#039;s descs speaking.)&lt;br /&gt;
On further exploration, though? I mean, there&#039;s literally 3 major out-of-area quests I can think of going thru here, plus a whole area I&#039;d had no idea about before this review. Oh, and an apple tree. (Plus, &amp;lt;redacted&amp;gt; -- I especially love the existence of the motivational banana and the considerably-less-than-miraculous miracle potion, but on a practical note there&#039;s *extremely* useful stuff, too.)&lt;br /&gt;
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If anything, it&#039;s just the actual area&#039;s quests that are a little more disappointing. Magus&#039; drops are strong but not earth-shaking, and really, likewise for pretty much everything I found around here as a drop. Ymmv on what you prioritize. (The Rune&#039;s reward, though, is pretty good, if I remember right... I&#039;ll need a few more levels to complete it, as-is.) The shops everyone thinks of in the main square of Medina... meh. Weapons are alright, Naga&#039;s shop is pretty bare but it&#039;s alright. In some sense, I&#039;m kind of okay with an area that doesn&#039;t have a free fountain, occasionally -- this is meant to be a pretty out-of-the-way, and somewhat hostile, place.&lt;br /&gt;
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To me, the main quest is kind of boring in outline (walk in a lot of straight lines and kill a lot of things), but interesting in execution (those bosses are well-progged and feel distinct, especially for a lower-level area). Could use some sprucing up, maybe, but I suppose there&#039;s something to be said for a more straightforward area in that respect. In any case, I&#039;d certainly recommend it.&lt;br /&gt;
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Oh, and not that I&#039;m a good person to comment on this, but it *seems* like a fantastic place to grind, if you&#039;re into that. I certainly earned some XP along the way.&lt;br /&gt;
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tl;dr the actual zone&#039;s rewards aren&#039;t bad, just imo kinda boring. But not everything can be groundbreaking, and I think they&#039;re good enough to get one interested in doing the pretty well-done main quest.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 7/10&#039;&#039;&#039;&lt;br /&gt;
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This is an odd case. I have absolutely no complaints about connections in the sense of not having enough the ferry rides provide access to Cactuar Island (a useful and moderately difficult-to-reach place), Isle of the Demon King via Seaside Town (for now, possibly). If anything, my complaint is that the connections are *too much*: looking at the atlas, a ferry from Alfador to Cactuar seems particularly distant; and Seaside Town will be an eminently reasonable destination (geographically speaking) in the future once it&#039;s a real place, but for now it feels odd that Alfador, of all places, should be getting sole (to my knowledge) access to the new zone Demon Isle. Also, I don&#039;t understand why the portal exits where it does at all -- is there some thematic connection, or just raising player awareness of that place in particular? And the exit to Wutai makes the least sense of all, geographically, unless you assume some ocean-currents or something went unmentioned -- I was initially very confused by that.  &lt;br /&gt;
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tl;dr Well-connected, but maybe too much so? Feels odd, at times, for such a supposedly-isolated place. Meh. It&#039;s fine &lt;br /&gt;
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(Note: the &#039;connections&#039; in the sense of the outside quest connections, on the other hand, seem great, and appropriate to their respective plots.) &lt;br /&gt;
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&#039;&#039;&#039;Conclusion:&#039;&#039;&#039;&lt;br /&gt;
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This area grew on me greatly while I went about this review; there&#039;s a lot to like, from the descs to the mobs to the items and the quest(s). I feel there&#039;s parts of it that still feel unnecessarily rough -- the seams between the different authors seem apparent. I&#039;ve reported a half-dozen typos, and I never found anything meaningfully problematic here, but there&#039;s lots of little things, in both the writing (10-line room! no descs except where there are!) and progs/items (no corpsecatcher! etc, see above) Still, the writing in many places can be moody, witty, bracing, or absolutely hilarious, and while the mob drops could imo be boosted the slightest hair, I also think it&#039;s a zone that has a lot to offer players who take some time to poke around -- which, to me, is the biggest criterion of success for a zone in the Cleft. &lt;br /&gt;
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[[Category:Area of the Month]]&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4463</id>
		<title>January 2023: Alfador Isle</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4463"/>
		<updated>2023-02-11T16:00:49Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: &lt;/p&gt;
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&lt;div&gt;Area of the Month for January 2023  is [[Alfador_Isle|Alfador Isle]]!&lt;br /&gt;
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A template format for your review is below; click &#039;edit&#039; at the top of the page, copy-pasta from the &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt; to the next &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt;, and fill in the gaps!&lt;br /&gt;
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(&#039;&#039;&#039;&#039;&#039;Yes,&#039;&#039;&#039;&#039;&#039; a wiki account is required to edit the page and therefore post your review, but take heart: The wiki is hosted by the Cleft itself, not a third party!&lt;br /&gt;
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&#039;&#039;&#039;Player: You!(Class/Level)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): &#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: X/10&#039;&#039;&#039;&lt;br /&gt;
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How does the area&#039;s room descriptions(descs) work for you? Do they give you a good idea of the area? Do things that stand out in the desc and NEED explanation GET that, either from flavor text(extra-descs) or NPCs in the room or anything?&lt;br /&gt;
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What about mobiles(mobs) and their descriptions? Can you get a decent mental image of who or what this NPC/monster is? Do they respond when you talk or interact with them?&lt;br /&gt;
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Some areas have interact-able objects like fountains. Do they stack up well also?&lt;br /&gt;
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&#039;&#039;&#039;Balance: X/10 (OR N/A)&#039;&#039;&#039;&lt;br /&gt;
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(NOTE: combat will be most accurately gauged when your character is in the area&#039;s suggested level range.)&lt;br /&gt;
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If this area has combat, how does it feel? Does anything jump as horribly overpowered and impossible to deal with? What about the flipside, anything far too easy to beat? &lt;br /&gt;
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Are purchased or rewarded items at the appropriate strength levels? Is the effort required to obtain rewarded items reflected in their usefulness (or uniqueness and fancifulness)&lt;br /&gt;
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&#039;&#039;&#039;Attractions: X/10&#039;&#039;&#039;&lt;br /&gt;
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Why would you suggest someone come to this area?&lt;br /&gt;
Is it just a good place to grind experience(lots of mobs)?&lt;br /&gt;
Does the area provide a chunk of good gold and loot?&lt;br /&gt;
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What about the quests? Does this area&#039;s quests feel properly done, or is there some part of it that you feel needs work?&lt;br /&gt;
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For towns, are the shops good? Any other non-combative attraction for the area?&lt;br /&gt;
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&#039;&#039;&#039;Connections: X/10 &#039;&#039;&#039;&lt;br /&gt;
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How easily and well does this area connect to its nearby areas?&lt;br /&gt;
Does it make sense thematically to be connected to the areas it is?&lt;br /&gt;
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&#039;&#039;&#039;Player: Garant(Ninja/41)&#039;&#039;&#039;  -- TOKEN&#039;D!&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s):1-26-23&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 10/10&#039;&#039;&#039;&lt;br /&gt;
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The room descriptions are creative and informative. Everything is connected via easy to see or figure out room desc. No rubbing your face on walls to figure out how to proceed! Everything is lively and evokes mental visuals in every area. From the forest to the hamlet and in Magus&#039; Castle itself, every tile you walk to will be a pleasure to read and mull over as you proceed to explore. &lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039; &lt;br /&gt;
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Majority of the area is fairly balanced. You might have a rather large gathering of enemies stuck behind closed doors, but overall I would say it&#039;s balanced. There are a couple of fights where you might need to take caution and proceed carefully. The Big Bats like to form trios and being succ&#039;d to death is a very real possibility. Haunters in the area are also rather strong, and if they are still able to clump up in Ozzie&#039;s boss room and their backstab attack (Sucker Punch) doesn&#039;t hit like it used to (~200 a punch) but is still a painful occurrence (~50-70 a punch) and there are multiple present in the room, so use AoE with EXTREME caution.&lt;br /&gt;
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Final Boss himself is sort&#039;ve on the squishy side, but then again he is a nerdy wizard, no matter how many cool capes he wears. But his spells are nothing to sneeze at, and he uses them a lot during his fights.&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 10/10&#039;&#039;&#039;&lt;br /&gt;
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Some of the more used items in the game are found here. The shops, while overpriced, hold some rather powerful equipment for Mid-30s if you can afford it. The only thing lacking in the area is a stable source of food and water for those who may need it. You can buy filled canteens from the shop here, but it&#039;s super expensive. If you don&#039;t feel like buying equips, the forest and castle proper have some pretty good stuff awaiting procurement from within. XP is good, lots of enemy variety in my opinion if you can safely navigate the entire zone. Would be cool to have a quest where the inhabitants didn&#039;t hate you.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 7/10&#039;&#039;&#039;&lt;br /&gt;
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It&#039;s super easy to get to Alfador Isle. Getting BACK to where you came from might be an issue depending on where you&#039;re coming from. It connects nicely to some higher leveled areas, and those areas are certainly worth exploring.&lt;br /&gt;
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Overall the zone is pretty straightforward and fun to explore and play in. &lt;br /&gt;
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&#039;&#039;&#039;TOTAL 8/10&#039;&#039;&#039;&lt;br /&gt;
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---&lt;br /&gt;
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&#039;&#039;&#039;Player: Linn(Priest/100)&#039;&#039;&#039; SHELL&#039;D!&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 1/26/2023&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 8/10&#039;&#039;&#039;&lt;br /&gt;
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When you first enter Alfador through the ferry, you&#039;re given a nice little paragraph describing both the ominous forest that awaits you, as well as a good view of the horizon, showing off El Nido. Fans of the Chrono games will likely appreciate the nod, and I personally always like when related areas are in relative proximity.&lt;br /&gt;
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Taking your first steps forward the southern path turns from a sandy shore to the dark woods that, while not too treacherous, aren&#039;t completely straightforward, either. Personally I feel this area is just the right size, given that you&#039;re likely here for one of three attractions. Nobody likes getting lost in the woods, and that&#039;s unlikely here.&lt;br /&gt;
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Venturing northwest through the woods, the dark and creepy vibes continue throughout, eventually leading to unnatural stone formations, which can actually be examined for a bit more flavor text! When not used in excess, I do enjoy descriptors like this for things that return more flavor than &amp;quot;nothing unusual&amp;quot;. A single apple tree on the farthest northwest section of the forest is a freebie source of food for non-Reploid peoples, a fun little nicety for the adventurer on a tight budget.&lt;br /&gt;
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Eastward, the gloomy forest straight out of a horror movie gives way to an onyx gate with a crayon-scribbled sign leading to Medina, village of the imps. I&#039;ve always enjoyed the quaint feeling of this place, and by comparison to the armed soldiers in Magus&#039; employ, these guys seem a lot more mischievous and a lot less murderous. Everything here is comparatively pint-sized, a little detail that drew a grin from me as I was writing this.&lt;br /&gt;
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On the north side of the island is Magus&#039; castle, and its as dark and spooky as you would expect. With one minor spoiler-y exception there isn&#039;t anything to pay attention to in room descriptions within other than the immersion factor, which is done well here. As an aside, the periodic ambient noises such as the distant screeching in the forest and the ghostly horrors in the castle are a nice touch, I always appreciate zones that incorporates those. &lt;br /&gt;
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Of the mobs in the area, nearly everything on the island feels accurate to the source material, while distinctly remixed in that Cleft sorta way. The Medina citizens themselves are a fun variety of characters. Very colorful they are, its clear a good deal of care was put into the characterization of even the most minor NPCs here. All of the notable, named NPCs that dwell within Magus&#039; castle are the ones you likely expect, with few real surprises.&lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
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In general, combat here is pretty simple, even for those on-level. I don&#039;t think throughout my two year history with Cleft I&#039;ve ever struggled with any of the mobs or bosses in this area whatsoever. And that&#039;s okay, I think its a good thing to have an accessible area to fall back on, especially if you find yourself struggling in McNeil, a more dangerous area that has a level range overlapping with this zone. A few scattered solo mobs in the forest are ripe for the pickings of those aiming to push level boundaries and grind above their weight class, and the early rooms of the Castle are prime candidates for this too. &lt;br /&gt;
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There are, however, a small handful of rooms within Magus&#039; Castle where you can find yourself ganged up on by a big number of foes at once. While I never had too much issue with it, good general advice for the entire game applies here: keep your Health/Mana/Move up between fights. No one mob here is particularly nasty, but a small army of them at once can send you home with a hefty Necro bill.&lt;br /&gt;
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OF NOTE: the one major outlier in difficulty is the Battlefield Rune, it is easily the most dangerous subsection of the entire zone, capable of sending a player packing if they aren&#039;t prepped and paying attention. By its nature, you will be facing 3 - 4 things per wave, and they always get the jump on you, and many of them have tricks a low level player may not have seen before. Don&#039;t ever get overconfident here, even if above level!&lt;br /&gt;
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As for quest rewards, the boss drops feel largely middling in terms of power, neither particularly bad or exceptionally good. Given that its mostly a straight-forward run through a few branching rooms, that&#039;s not all too unexpected, and I can&#039;t claim the modest effort required to clear the castle feels unrewarding given its relative ease. Honestly, the best prize to be had isn&#039;t even from the Castle itself, but the forest&#039;s Battlefield Rune... 16 remorts in and I still wear two copies of the ring prize for a majority of each run (and it can be enchanted! Just remember, one drop per remort!!)&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 9/10&#039;&#039;&#039;&lt;br /&gt;
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Firstly, anyone that&#039;s a fan of Chrono Trigger will likely enjoy the sights, I know this is what drew me to the area early in my Cleft career, years ago. Great care has been made to keep the Chrono Trigger vibe in this area, and I really dig it.&lt;br /&gt;
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Flavor isn&#039;t the only reason to check this place out, for such a compact zone there is a good deal to be done here. Trainers on their gym challenge will want to pay a visit to the Medina Pokemon gym to continue that quest line, and the miniquest involved to challenge the gym leader shouldn&#039;t put you too far out of your way to solve.&lt;br /&gt;
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For everyone else, there are two other really good reasons to visit, the less obvious of which being the Battlefield Rune in the northwest part of the forest! I always love encountering these, though this one as mentioned before is decidedly more difficult than Truce Canyon&#039;s. The enemy variety in this one is rather diverse, don&#039;t expect to just get hit with some lazy DPS, some of the mobs you&#039;ll face have some nasty surprises, keep recall scrolls at the ready to dip if it gets dicey! The reward for clearing this rune is well worth it even if you&#039;re overleveled, I highly recommend you nab it every remort!&lt;br /&gt;
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And of course, the main event, Magus&#039; castle. For such a daunting keep, the interior isn&#039;t actually all that massive, which I can appreciate. There&#039;s a bit to say about the navigation here and the sheer number of keys you have to manage, but its all done in a particular order that isn&#039;t too obtuse. The rewards within are potentially worthwhile for first/low remort characters, though nothing absolutely spectacular. still, if you love Chrono Trigger, its worth a run through for the fun of it, and the mob density means on-level players will likely come out a with a heaping helping of EXP.&lt;br /&gt;
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Grinding area of note: The first few rooms of Magus&#039; castle are very mob dense. Henches are aggro but they have a unique &amp;quot;slow&amp;quot; aggro cycle, oblivious to your presence until you&#039;ve hung around for several pulses. Generally, it isn&#039;t too dangerous of a spot to do some good old fashioned bashin&#039;. There are a few common pieces of loot that include some weapons at this range, and though none of them are particularly noteworthy, Merchants will probably come out with more than an armful of stuff to fence off for some sweet, sweet low-level gold.&lt;br /&gt;
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There&#039;s also a quaint little weapon shop in Medina that has some options for every weapon type, for non-Reploids that have found themselves behind the damage dice curve, which actually seem pretty decent for store-bought options. If you&#039;re level 35 and find yourself in dire need of an upgrade, you could do worse.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 9/10 &#039;&#039;&#039;&lt;br /&gt;
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A simple ticket from Truce will put you on a ferry that will get you to your destination. I never really understood why these ferries needed to force you to wait for the duration of the ride, and why you can&#039;t simply be teleported to the location upon handing in the ticket, but immersion isn&#039;t a bad thing unless it actively hurts the gameplay experience, and the ride is rather short anyway. Alfador works as a means to get over to Cactuar island, which is a particularly nice leveling zone in its own range, as well as the Seaside town in Shadmire.&lt;br /&gt;
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Being that its a ferry ride to get here, there&#039;s obviously no walking back, and a player would be foolish to spend a ticket on a ferry back where they came from. A shop in Medina itself sells recall scrolls in case you forgot yours, its nice to see care was taken to prevent an underleveled player from getting easily stuck here. &lt;br /&gt;
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An easily accessible owlite statue is also here that requires no extra obnoxious quest hoops to jump through. Hooray for convenience!&lt;br /&gt;
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&#039;&#039;&#039;Overall: 8.5/10&#039;&#039;&#039;&lt;br /&gt;
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One of my favorite areas in the low level range, a place I frequently return to on my remort speedruns. It&#039;s definitely worth going through the gauntlet of Magus&#039; castle at least once, especially if you&#039;re a fan of the source game. There&#039;s no real needless frustration or obtuse builder mind-reading to contend with. All and all, very comfy and enjoyable.&lt;br /&gt;
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&#039;&#039;&#039;Player: Kilicx(Gladiator/81&#039;&#039;&#039; --TOKEN&#039;D&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 2/5/2023&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 9/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When i first got here I of course went to the forest. Everything was what you would expect from a forest descriptions were well done and fit with the theme. The Medina Village was my next stop. I wandered in&lt;br /&gt;
a house with two imps who started arguing with each other. This was an interesting addition to the interactions from there that give a feel as to how some of the imps may act. From there I went to Magus Castle&lt;br /&gt;
another place i enjoyed exploring as well descriptions and colors and all seem fitting for the area which is also rather well done and straight forward. In all the places I ventured into it seems to give a good&lt;br /&gt;
feel of the area and where things are. Things are explained rather nicely and I don&#039;t remember having much trouble using the knowledge of what you learn this way in figuring out where to go or what to do. The way the final boss works also is rather enjoyable to see. One of the mini bosses crystallizing and requiring interaction for the player to do something about this was entertaining.&lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
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The combat is this area isnt overwhelming and is fairly decent if you are attempting this at level. There are only a few things that seem to stick out here. The Final boss is about right for level if you are&lt;br /&gt;
attempting this on your first play through or not it doesn&#039;t seem overpowered to the point where you would not be able to handle it either way. The regular enemies around this area in the forest or inside&lt;br /&gt;
Magus Castle seem to be on average what you would expect as well and possibly a slight easier than some of the other places you can find enemies in this range. The items you receive as rewards from quests or&lt;br /&gt;
from the boss fight itself seem pretty good as well. The things found here are more geared towards casters and the such. Since Magus Castle is in this area that seems suited toward the theme of things.&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 8/10&#039;&#039;&#039;&lt;br /&gt;
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Magus Castle is for sure the main attraction for coming here and it&#039;s fun to complete and enjoyable. Especially the last boss fight. Don&#039;t forget about the arena in the forest. I have always enjoyed the arena fights from the first introduced one in Truce Canyon and finding another one here was fun to do as well. It&#039;s fun to get to fight waves of enemies. The quests in this area all seem easy enough to figure out&lt;br /&gt;
without having to waste too much time or wandering around too long to figure out the answer. The town shops are ok even though there is not a lot to buy at the Cafe the other shop seems to have about what you would expect including some level range weapons for the area and of course recall scrolls. This is nice in case you ran out or forgot yours. It does lack a fountain in the town which I found a little odd.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 8/10&#039;&#039;&#039;&lt;br /&gt;
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Being just a ferry ride away from Truce it is not hard to find this place. Everything around here is easy enough to find and not much having to stumble upon things as you go. There is also a faster way to get&lt;br /&gt;
back to here once you find it so that is reassuring that you don&#039;t have to ride the ferry every time if you choose not to do so.&lt;br /&gt;
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&#039;&#039;&#039;Overall 8.25/10&#039;&#039;&#039;&lt;br /&gt;
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Worth visiting and doing quests here. It&#039;s overall a fun area to explore with lots of neat things going on.&lt;br /&gt;
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[[Category:Area of the Month]]&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4456</id>
		<title>January 2023: Alfador Isle</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4456"/>
		<updated>2023-02-06T03:18:41Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: &lt;/p&gt;
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&lt;div&gt;Area of the Month for January 2023  is [[Alfador_Isle|Alfador Isle]]!&lt;br /&gt;
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A template format for your review is below; click &#039;edit&#039; at the top of the page, copy-pasta from the &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt; to the next &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt;, and fill in the gaps!&lt;br /&gt;
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(&#039;&#039;&#039;&#039;&#039;Yes,&#039;&#039;&#039;&#039;&#039; a wiki account is required to edit the page and therefore post your review, but take heart: The wiki is hosted by the Cleft itself, not a third party!&lt;br /&gt;
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&#039;&#039;&#039;Player: You!(Class/Level)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): &#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: X/10&#039;&#039;&#039;&lt;br /&gt;
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How does the area&#039;s room descriptions(descs) work for you? Do they give you a good idea of the area? Do things that stand out in the desc and NEED explanation GET that, either from flavor text(extra-descs) or NPCs in the room or anything?&lt;br /&gt;
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What about mobiles(mobs) and their descriptions? Can you get a decent mental image of who or what this NPC/monster is? Do they respond when you talk or interact with them?&lt;br /&gt;
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Some areas have interact-able objects like fountains. Do they stack up well also?&lt;br /&gt;
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&#039;&#039;&#039;Balance: X/10 (OR N/A)&#039;&#039;&#039;&lt;br /&gt;
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(NOTE: combat will be most accurately gauged when your character is in the area&#039;s suggested level range.)&lt;br /&gt;
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If this area has combat, how does it feel? Does anything jump as horribly overpowered and impossible to deal with? What about the flipside, anything far too easy to beat? &lt;br /&gt;
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Are purchased or rewarded items at the appropriate strength levels? Is the effort required to obtain rewarded items reflected in their usefulness (or uniqueness and fancifulness)&lt;br /&gt;
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&#039;&#039;&#039;Attractions: X/10&#039;&#039;&#039;&lt;br /&gt;
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Why would you suggest someone come to this area?&lt;br /&gt;
Is it just a good place to grind experience(lots of mobs)?&lt;br /&gt;
Does the area provide a chunk of good gold and loot?&lt;br /&gt;
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What about the quests? Does this area&#039;s quests feel properly done, or is there some part of it that you feel needs work?&lt;br /&gt;
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For towns, are the shops good? Any other non-combative attraction for the area?&lt;br /&gt;
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&#039;&#039;&#039;Connections: X/10 &#039;&#039;&#039;&lt;br /&gt;
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How easily and well does this area connect to its nearby areas?&lt;br /&gt;
Does it make sense thematically to be connected to the areas it is?&lt;br /&gt;
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&#039;&#039;&#039;Player: Garant(Ninja/41)&#039;&#039;&#039;  -- TOKEN&#039;D!&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s):1-26-23&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 10/10&#039;&#039;&#039;&lt;br /&gt;
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The room descriptions are creative and informative. Everything is connected via easy to see or figure out room desc. No rubbing your face on walls to figure out how to proceed! Everything is lively and evokes mental visuals in every area. From the forest to the hamlet and in Magus&#039; Castle itself, every tile you walk to will be a pleasure to read and mull over as you proceed to explore. &lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039; &lt;br /&gt;
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Majority of the area is fairly balanced. You might have a rather large gathering of enemies stuck behind closed doors, but overall I would say it&#039;s balanced. There are a couple of fights where you might need to take caution and proceed carefully. The Big Bats like to form trios and being succ&#039;d to death is a very real possibility. Haunters in the area are also rather strong, and if they are still able to clump up in Ozzie&#039;s boss room and their backstab attack (Sucker Punch) doesn&#039;t hit like it used to (~200 a punch) but is still a painful occurrence (~50-70 a punch) and there are multiple present in the room, so use AoE with EXTREME caution.&lt;br /&gt;
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Final Boss himself is sort&#039;ve on the squishy side, but then again he is a nerdy wizard, no matter how many cool capes he wears. But his spells are nothing to sneeze at, and he uses them a lot during his fights.&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 10/10&#039;&#039;&#039;&lt;br /&gt;
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Some of the more used items in the game are found here. The shops, while overpriced, hold some rather powerful equipment for Mid-30s if you can afford it. The only thing lacking in the area is a stable source of food and water for those who may need it. You can buy filled canteens from the shop here, but it&#039;s super expensive. If you don&#039;t feel like buying equips, the forest and castle proper have some pretty good stuff awaiting procurement from within. XP is good, lots of enemy variety in my opinion if you can safely navigate the entire zone. Would be cool to have a quest where the inhabitants didn&#039;t hate you.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 7/10&#039;&#039;&#039;&lt;br /&gt;
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It&#039;s super easy to get to Alfador Isle. Getting BACK to where you came from might be an issue depending on where you&#039;re coming from. It connects nicely to some higher leveled areas, and those areas are certainly worth exploring.&lt;br /&gt;
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Overall the zone is pretty straightforward and fun to explore and play in. &lt;br /&gt;
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&#039;&#039;&#039;TOTAL 8/10&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Player: Linn(Priest/100)&#039;&#039;&#039; SHELL&#039;D!&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 1/26/2023&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 8/10&#039;&#039;&#039;&lt;br /&gt;
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When you first enter Alfador through the ferry, you&#039;re given a nice little paragraph describing both the ominous forest that awaits you, as well as a good view of the horizon, showing off El Nido. Fans of the Chrono games will likely appreciate the nod, and I personally always like when related areas are in relative proximity.&lt;br /&gt;
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Taking your first steps forward the southern path turns from a sandy shore to the dark woods that, while not too treacherous, aren&#039;t completely straightforward, either. Personally I feel this area is just the right size, given that you&#039;re likely here for one of three attractions. Nobody likes getting lost in the woods, and that&#039;s unlikely here.&lt;br /&gt;
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Venturing northwest through the woods, the dark and creepy vibes continue throughout, eventually leading to unnatural stone formations, which can actually be examined for a bit more flavor text! When not used in excess, I do enjoy descriptors like this for things that return more flavor than &amp;quot;nothing unusual&amp;quot;. A single apple tree on the farthest northwest section of the forest is a freebie source of food for non-Reploid peoples, a fun little nicety for the adventurer on a tight budget.&lt;br /&gt;
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Eastward, the gloomy forest straight out of a horror movie gives way to an onyx gate with a crayon-scribbled sign leading to Medina, village of the imps. I&#039;ve always enjoyed the quaint feeling of this place, and by comparison to the armed soldiers in Magus&#039; employ, these guys seem a lot more mischievous and a lot less murderous. Everything here is comparatively pint-sized, a little detail that drew a grin from me as I was writing this.&lt;br /&gt;
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On the north side of the island is Magus&#039; castle, and its as dark and spooky as you would expect. With one minor spoiler-y exception there isn&#039;t anything to pay attention to in room descriptions within other than the immersion factor, which is done well here. As an aside, the periodic ambient noises such as the distant screeching in the forest and the ghostly horrors in the castle are a nice touch, I always appreciate zones that incorporates those. &lt;br /&gt;
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Of the mobs in the area, nearly everything on the island feels accurate to the source material, while distinctly remixed in that Cleft sorta way. The Medina citizens themselves are a fun variety of characters. Very colorful they are, its clear a good deal of care was put into the characterization of even the most minor NPCs here. All of the notable, named NPCs that dwell within Magus&#039; castle are the ones you likely expect, with few real surprises.&lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
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In general, combat here is pretty simple, even for those on-level. I don&#039;t think throughout my two year history with Cleft I&#039;ve ever struggled with any of the mobs or bosses in this area whatsoever. And that&#039;s okay, I think its a good thing to have an accessible area to fall back on, especially if you find yourself struggling in McNeil, a more dangerous area that has a level range overlapping with this zone. A few scattered solo mobs in the forest are ripe for the pickings of those aiming to push level boundaries and grind above their weight class, and the early rooms of the Castle are prime candidates for this too. &lt;br /&gt;
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There are, however, a small handful of rooms within Magus&#039; Castle where you can find yourself ganged up on by a big number of foes at once. While I never had too much issue with it, good general advice for the entire game applies here: keep your Health/Mana/Move up between fights. No one mob here is particularly nasty, but a small army of them at once can send you home with a hefty Necro bill.&lt;br /&gt;
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OF NOTE: the one major outlier in difficulty is the Battlefield Rune, it is easily the most dangerous subsection of the entire zone, capable of sending a player packing if they aren&#039;t prepped and paying attention. By its nature, you will be facing 3 - 4 things per wave, and they always get the jump on you, and many of them have tricks a low level player may not have seen before. Don&#039;t ever get overconfident here, even if above level!&lt;br /&gt;
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As for quest rewards, the boss drops feel largely middling in terms of power, neither particularly bad or exceptionally good. Given that its mostly a straight-forward run through a few branching rooms, that&#039;s not all too unexpected, and I can&#039;t claim the modest effort required to clear the castle feels unrewarding given its relative ease. Honestly, the best prize to be had isn&#039;t even from the Castle itself, but the forest&#039;s Battlefield Rune... 16 remorts in and I still wear two copies of the ring prize for a majority of each run (and it can be enchanted! Just remember, one drop per remort!!)&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 9/10&#039;&#039;&#039;&lt;br /&gt;
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Firstly, anyone that&#039;s a fan of Chrono Trigger will likely enjoy the sights, I know this is what drew me to the area early in my Cleft career, years ago. Great care has been made to keep the Chrono Trigger vibe in this area, and I really dig it.&lt;br /&gt;
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Flavor isn&#039;t the only reason to check this place out, for such a compact zone there is a good deal to be done here. Trainers on their gym challenge will want to pay a visit to the Medina Pokemon gym to continue that quest line, and the miniquest involved to challenge the gym leader shouldn&#039;t put you too far out of your way to solve.&lt;br /&gt;
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For everyone else, there are two other really good reasons to visit, the less obvious of which being the Battlefield Rune in the northwest part of the forest! I always love encountering these, though this one as mentioned before is decidedly more difficult than Truce Canyon&#039;s. The enemy variety in this one is rather diverse, don&#039;t expect to just get hit with some lazy DPS, some of the mobs you&#039;ll face have some nasty surprises, keep recall scrolls at the ready to dip if it gets dicey! The reward for clearing this rune is well worth it even if you&#039;re overleveled, I highly recommend you nab it every remort!&lt;br /&gt;
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And of course, the main event, Magus&#039; castle. For such a daunting keep, the interior isn&#039;t actually all that massive, which I can appreciate. There&#039;s a bit to say about the navigation here and the sheer number of keys you have to manage, but its all done in a particular order that isn&#039;t too obtuse. The rewards within are potentially worthwhile for first/low remort characters, though nothing absolutely spectacular. still, if you love Chrono Trigger, its worth a run through for the fun of it, and the mob density means on-level players will likely come out a with a heaping helping of EXP.&lt;br /&gt;
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Grinding area of note: The first few rooms of Magus&#039; castle are very mob dense. Henches are aggro but they have a unique &amp;quot;slow&amp;quot; aggro cycle, oblivious to your presence until you&#039;ve hung around for several pulses. Generally, it isn&#039;t too dangerous of a spot to do some good old fashioned bashin&#039;. There are a few common pieces of loot that include some weapons at this range, and though none of them are particularly noteworthy, Merchants will probably come out with more than an armful of stuff to fence off for some sweet, sweet low-level gold.&lt;br /&gt;
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There&#039;s also a quaint little weapon shop in Medina that has some options for every weapon type, for non-Reploids that have found themselves behind the damage dice curve, which actually seem pretty decent for store-bought options. If you&#039;re level 35 and find yourself in dire need of an upgrade, you could do worse.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 9/10 &#039;&#039;&#039;&lt;br /&gt;
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A simple ticket from Truce will put you on a ferry that will get you to your destination. I never really understood why these ferries needed to force you to wait for the duration of the ride, and why you can&#039;t simply be teleported to the location upon handing in the ticket, but immersion isn&#039;t a bad thing unless it actively hurts the gameplay experience, and the ride is rather short anyway. Alfador works as a means to get over to Cactuar island, which is a particularly nice leveling zone in its own range, as well as the Seaside town in Shadmire.&lt;br /&gt;
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Being that its a ferry ride to get here, there&#039;s obviously no walking back, and a player would be foolish to spend a ticket on a ferry back where they came from. A shop in Medina itself sells recall scrolls in case you forgot yours, its nice to see care was taken to prevent an underleveled player from getting easily stuck here. &lt;br /&gt;
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An easily accessible owlite statue is also here that requires no extra obnoxious quest hoops to jump through. Hooray for convenience!&lt;br /&gt;
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&#039;&#039;&#039;Overall: 8.5/10&#039;&#039;&#039;&lt;br /&gt;
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One of my favorite areas in the low level range, a place I frequently return to on my remort speedruns. It&#039;s definitely worth going through the gauntlet of Magus&#039; castle at least once, especially if you&#039;re a fan of the source game. There&#039;s no real needless frustration or obtuse builder mind-reading to contend with. All and all, very comfy and enjoyable.&lt;br /&gt;
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[[Category:Area of the Month]]&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4449</id>
		<title>January 2023: Alfador Isle</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4449"/>
		<updated>2023-01-29T00:31:47Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: Token marked for Garant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Area of the Month for January 2023  is [[Alfador_Isle|Alfador Isle]]!&lt;br /&gt;
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A template format for your review is below; click &#039;edit&#039; at the top of the page, copy-pasta from the &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt; to the next &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt;, and fill in the gaps!&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;&#039;&#039;&#039;Yes,&#039;&#039;&#039;&#039;&#039; a wiki account is required to edit the page and therefore post your review, but take heart: The wiki is hosted by the Cleft itself, not a third party!&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Player: You!(Class/Level)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): &#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: X/10&#039;&#039;&#039;&lt;br /&gt;
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How does the area&#039;s room descriptions(descs) work for you? Do they give you a good idea of the area? Do things that stand out in the desc and NEED explanation GET that, either from flavor text(extra-descs) or NPCs in the room or anything?&lt;br /&gt;
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What about mobiles(mobs) and their descriptions? Can you get a decent mental image of who or what this NPC/monster is? Do they respond when you talk or interact with them?&lt;br /&gt;
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Some areas have interact-able objects like fountains. Do they stack up well also?&lt;br /&gt;
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&#039;&#039;&#039;Balance: X/10 (OR N/A)&#039;&#039;&#039;&lt;br /&gt;
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(NOTE: combat will be most accurately gauged when your character is in the area&#039;s suggested level range.)&lt;br /&gt;
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If this area has combat, how does it feel? Does anything jump as horribly overpowered and impossible to deal with? What about the flipside, anything far too easy to beat? &lt;br /&gt;
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Are purchased or rewarded items at the appropriate strength levels? Is the effort required to obtain rewarded items reflected in their usefulness (or uniqueness and fancifulness)&lt;br /&gt;
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&#039;&#039;&#039;Attractions: X/10&#039;&#039;&#039;&lt;br /&gt;
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Why would you suggest someone come to this area?&lt;br /&gt;
Is it just a good place to grind experience(lots of mobs)?&lt;br /&gt;
Does the area provide a chunk of good gold and loot?&lt;br /&gt;
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What about the quests? Does this area&#039;s quests feel properly done, or is there some part of it that you feel needs work?&lt;br /&gt;
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For towns, are the shops good? Any other non-combative attraction for the area?&lt;br /&gt;
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&#039;&#039;&#039;Connections: X/10 &#039;&#039;&#039;&lt;br /&gt;
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How easily and well does this area connect to its nearby areas?&lt;br /&gt;
Does it make sense thematically to be connected to the areas it is?&lt;br /&gt;
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&#039;&#039;&#039;Player: Garant(Ninja/41)&#039;&#039;&#039;  -- TOKEN&#039;D!&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s):1-26-23&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 10/10&#039;&#039;&#039;&lt;br /&gt;
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The room descriptions are creative and informative. Everything is connected via easy to see or figure out room desc. No rubbing your face on walls to figure out how to proceed! Everything is lively and evokes mental visuals in every area. From the forest to the hamlet and in Magus&#039; Castle itself, every tile you walk to will be a pleasure to read and mull over as you proceed to explore. &lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039; &lt;br /&gt;
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Majority of the area is fairly balanced. You might have a rather large gathering of enemies stuck behind closed doors, but overall I would say it&#039;s balanced. There are a couple of fights where you might need to take caution and proceed carefully. The Big Bats like to form trios and being succ&#039;d to death is a very real possibility. Haunters in the area are also rather strong, and if they are still able to clump up in Ozzie&#039;s boss room and their backstab attack (Sucker Punch) doesn&#039;t hit like it used to (~200 a punch) but is still a painful occurrence (~50-70 a punch) and there are multiple present in the room, so use AoE with EXTREME caution.&lt;br /&gt;
&lt;br /&gt;
Final Boss himself is sort&#039;ve on the squishy side, but then again he is a nerdy wizard, no matter how many cool capes he wears. But his spells are nothing to sneeze at, and he uses them a lot during his fights.&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 10/10&#039;&#039;&#039;&lt;br /&gt;
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Some of the more used items in the game are found here. The shops, while overpriced, hold some rather powerful equipment for Mid-30s if you can afford it. The only thing lacking in the area is a stable source of food and water for those who may need it. You can buy filled canteens from the shop here, but it&#039;s super expensive. If you don&#039;t feel like buying equips, the forest and castle proper have some pretty good stuff awaiting procurement from within. XP is good, lots of enemy variety in my opinion if you can safely navigate the entire zone. Would be cool to have a quest where the inhabitants didn&#039;t hate you.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 7/10&#039;&#039;&#039;&lt;br /&gt;
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It&#039;s super easy to get to Alfador Isle. Getting BACK to where you came from might be an issue depending on where you&#039;re coming from. It connects nicely to some higher leveled areas, and those areas are certainly worth exploring.&lt;br /&gt;
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Overall the zone is pretty straightforward and fun to explore and play in. &lt;br /&gt;
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&#039;&#039;&#039;TOTAL 8/10&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Player: Linn(Priest/100)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 1/26/2023&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 8/10&#039;&#039;&#039;&lt;br /&gt;
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When you first enter Alfador through the ferry, you&#039;re given a nice little paragraph describing both the ominous forest that awaits you, as well as a good view of the horizon, showing off El Nido. Fans of the Chrono games will likely appreciate the nod, and I personally always like when related areas are in relative proximity.&lt;br /&gt;
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Taking your first steps forward the southern path turns from a sandy shore to the dark woods that, while not too treacherous, aren&#039;t completely straightforward, either. Personally I feel this area is just the right size, given that you&#039;re likely here for one of three attractions. Nobody likes getting lost in the woods, and that&#039;s unlikely here.&lt;br /&gt;
&lt;br /&gt;
Venturing northwest through the woods, the dark and creepy vibes continue throughout, eventually leading to unnatural stone formations, which can actually be examined for a bit more flavor text! When not used in excess, I do enjoy descriptors like this for things that return more flavor than &amp;quot;nothing unusual&amp;quot;. A single apple tree on the farthest northwest section of the forest is a freebie source of food for non-Reploid peoples, a fun little nicety for the adventurer on a tight budget.&lt;br /&gt;
&lt;br /&gt;
Eastward, the gloomy forest straight out of a horror movie gives way to an onyx gate with a crayon-scribbled sign leading to Medina, village of the imps. I&#039;ve always enjoyed the quaint feeling of this place, and by comparison to the armed soldiers in Magus&#039; employ, these guys seem a lot more mischievous and a lot less murderous. Everything here is comparatively pint-sized, a little detail that drew a grin from me as I was writing this.&lt;br /&gt;
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On the north side of the island is Magus&#039; castle, and its as dark and spooky as you would expect. With one minor spoiler-y exception there isn&#039;t anything to pay attention to in room descriptions within other than the immersion factor, which is done well here. As an aside, the periodic ambient noises such as the distant screeching in the forest and the ghostly horrors in the castle are a nice touch, I always appreciate zones that incorporates those. &lt;br /&gt;
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Of the mobs in the area, nearly everything on the island feels accurate to the source material, while distinctly remixed in that Cleft sorta way. The Medina citizens themselves are a fun variety of characters. Very colorful they are, its clear a good deal of care was put into the characterization of even the most minor NPCs here. All of the notable, named NPCs that dwell within Magus&#039; castle are the ones you likely expect, with few real surprises.&lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
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In general, combat here is pretty simple, even for those on-level. I don&#039;t think throughout my two year history with Cleft I&#039;ve ever struggled with any of the mobs or bosses in this area whatsoever. And that&#039;s okay, I think its a good thing to have an accessible area to fall back on, especially if you find yourself struggling in McNeil, a more dangerous area that has a level range overlapping with this zone. A few scattered solo mobs in the forest are ripe for the pickings of those aiming to push level boundaries and grind above their weight class, and the early rooms of the Castle are prime candidates for this too. &lt;br /&gt;
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There are, however, a small handful of rooms within Magus&#039; Castle where you can find yourself ganged up on by a big number of foes at once. While I never had too much issue with it, good general advice for the entire game applies here: keep your Health/Mana/Move up between fights. No one mob here is particularly nasty, but a small army of them at once can send you home with a hefty Necro bill.&lt;br /&gt;
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OF NOTE: the one major outlier in difficulty is the Battlefield Rune, it is easily the most dangerous subsection of the entire zone, capable of sending a player packing if they aren&#039;t prepped and paying attention. By its nature, you will be facing 3 - 4 things per wave, and they always get the jump on you, and many of them have tricks a low level player may not have seen before. Don&#039;t ever get overconfident here, even if above level!&lt;br /&gt;
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As for quest rewards, the boss drops feel largely middling in terms of power, neither particularly bad or exceptionally good. Given that its mostly a straight-forward run through a few branching rooms, that&#039;s not all too unexpected, and I can&#039;t claim the modest effort required to clear the castle feels unrewarding given its relative ease. Honestly, the best prize to be had isn&#039;t even from the Castle itself, but the forest&#039;s Battlefield Rune... 16 remorts in and I still wear two copies of the ring prize for a majority of each run (and it can be enchanted! Just remember, one drop per remort!!)&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 9/10&#039;&#039;&#039;&lt;br /&gt;
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Firstly, anyone that&#039;s a fan of Chrono Trigger will likely enjoy the sights, I know this is what drew me to the area early in my Cleft career, years ago. Great care has been made to keep the Chrono Trigger vibe in this area, and I really dig it.&lt;br /&gt;
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Flavor isn&#039;t the only reason to check this place out, for such a compact zone there is a good deal to be done here. Trainers on their gym challenge will want to pay a visit to the Medina Pokemon gym to continue that quest line, and the miniquest involved to challenge the gym leader shouldn&#039;t put you too far out of your way to solve.&lt;br /&gt;
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For everyone else, there are two other really good reasons to visit, the less obvious of which being the Battlefield Rune in the northwest part of the forest! I always love encountering these, though this one as mentioned before is decidedly more difficult than Truce Canyon&#039;s. The enemy variety in this one is rather diverse, don&#039;t expect to just get hit with some lazy DPS, some of the mobs you&#039;ll face have some nasty surprises, keep recall scrolls at the ready to dip if it gets dicey! The reward for clearing this rune is well worth it even if you&#039;re overleveled, I highly recommend you nab it every remort!&lt;br /&gt;
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And of course, the main event, Magus&#039; castle. For such a daunting keep, the interior isn&#039;t actually all that massive, which I can appreciate. There&#039;s a bit to say about the navigation here and the sheer number of keys you have to manage, but its all done in a particular order that isn&#039;t too obtuse. The rewards within are potentially worthwhile for first/low remort characters, though nothing absolutely spectacular. still, if you love Chrono Trigger, its worth a run through for the fun of it, and the mob density means on-level players will likely come out a with a heaping helping of EXP.&lt;br /&gt;
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Grinding area of note: The first few rooms of Magus&#039; castle are very mob dense. Henches are aggro but they have a unique &amp;quot;slow&amp;quot; aggro cycle, oblivious to your presence until you&#039;ve hung around for several pulses. Generally, it isn&#039;t too dangerous of a spot to do some good old fashioned bashin&#039;. There are a few common pieces of loot that include some weapons at this range, and though none of them are particularly noteworthy, Merchants will probably come out with more than an armful of stuff to fence off for some sweet, sweet low-level gold.&lt;br /&gt;
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There&#039;s also a quaint little weapon shop in Medina that has some options for every weapon type, for non-Reploids that have found themselves behind the damage dice curve, which actually seem pretty decent for store-bought options. If you&#039;re level 35 and find yourself in dire need of an upgrade, you could do worse.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 9/10 &#039;&#039;&#039;&lt;br /&gt;
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A simple ticket from Truce will put you on a ferry that will get you to your destination. I never really understood why these ferries needed to force you to wait for the duration of the ride, and why you can&#039;t simply be teleported to the location upon handing in the ticket, but immersion isn&#039;t a bad thing unless it actively hurts the gameplay experience, and the ride is rather short anyway. Alfador works as a means to get over to Cactuar island, which is a particularly nice leveling zone in its own range, as well as the Seaside town in Shadmire.&lt;br /&gt;
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Being that its a ferry ride to get here, there&#039;s obviously no walking back, and a player would be foolish to spend a ticket on a ferry back where they came from. A shop in Medina itself sells recall scrolls in case you forgot yours, its nice to see care was taken to prevent an underleveled player from getting easily stuck here. &lt;br /&gt;
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An easily accessible owlite statue is also here that requires no extra obnoxious quest hoops to jump through. Hooray for convenience!&lt;br /&gt;
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&#039;&#039;&#039;Overall: 8.5/10&#039;&#039;&#039;&lt;br /&gt;
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One of my favorite areas in the low level range, a place I frequently return to on my remort speedruns. It&#039;s definitely worth going through the gauntlet of Magus&#039; castle at least once, especially if you&#039;re a fan of the source game. There&#039;s no real needless frustration or obtuse builder mind-reading to contend with. All and all, very comfy and enjoyable.&lt;br /&gt;
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[[Category:Area of the Month]]&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4448</id>
		<title>January 2023: Alfador Isle</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4448"/>
		<updated>2023-01-29T00:29:26Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: Fixed the removal of the stuff up top...&lt;/p&gt;
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&lt;div&gt;Area of the Month for January 2023  is [[Alfador_Isle|Alfador Isle]]!&lt;br /&gt;
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A template format for your review is below; click &#039;edit&#039; at the top of the page, copy-pasta from the &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt; to the next &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt;, and fill in the gaps!&lt;br /&gt;
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(&#039;&#039;&#039;&#039;&#039;Yes,&#039;&#039;&#039;&#039;&#039; a wiki account is required to edit the page and therefore post your review, but take heart: The wiki is hosted by the Cleft itself, not a third party!&lt;br /&gt;
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&#039;&#039;&#039;Player: You!(Class/Level)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): &#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: X/10&#039;&#039;&#039;&lt;br /&gt;
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How does the area&#039;s room descriptions(descs) work for you? Do they give you a good idea of the area? Do things that stand out in the desc and NEED explanation GET that, either from flavor text(extra-descs) or NPCs in the room or anything?&lt;br /&gt;
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What about mobiles(mobs) and their descriptions? Can you get a decent mental image of who or what this NPC/monster is? Do they respond when you talk or interact with them?&lt;br /&gt;
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Some areas have interact-able objects like fountains. Do they stack up well also?&lt;br /&gt;
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&#039;&#039;&#039;Balance: X/10 (OR N/A)&#039;&#039;&#039;&lt;br /&gt;
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(NOTE: combat will be most accurately gauged when your character is in the area&#039;s suggested level range.)&lt;br /&gt;
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If this area has combat, how does it feel? Does anything jump as horribly overpowered and impossible to deal with? What about the flipside, anything far too easy to beat? &lt;br /&gt;
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Are purchased or rewarded items at the appropriate strength levels? Is the effort required to obtain rewarded items reflected in their usefulness (or uniqueness and fancifulness)&lt;br /&gt;
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&#039;&#039;&#039;Attractions: X/10&#039;&#039;&#039;&lt;br /&gt;
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Why would you suggest someone come to this area?&lt;br /&gt;
Is it just a good place to grind experience(lots of mobs)?&lt;br /&gt;
Does the area provide a chunk of good gold and loot?&lt;br /&gt;
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What about the quests? Does this area&#039;s quests feel properly done, or is there some part of it that you feel needs work?&lt;br /&gt;
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For towns, are the shops good? Any other non-combative attraction for the area?&lt;br /&gt;
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&#039;&#039;&#039;Connections: X/10 &#039;&#039;&#039;&lt;br /&gt;
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How easily and well does this area connect to its nearby areas?&lt;br /&gt;
Does it make sense thematically to be connected to the areas it is?&lt;br /&gt;
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&#039;&#039;&#039;Player: Garant(Ninja/41)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s):1-26-23&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 10/10&#039;&#039;&#039;&lt;br /&gt;
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The room descriptions are creative and informative. Everything is connected via easy to see or figure out room desc. No rubbing your face on walls to figure out how to proceed! Everything is lively and evokes mental visuals in every area. From the forest to the hamlet and in Magus&#039; Castle itself, every tile you walk to will be a pleasure to read and mull over as you proceed to explore. &lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039; &lt;br /&gt;
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Majority of the area is fairly balanced. You might have a rather large gathering of enemies stuck behind closed doors, but overall I would say it&#039;s balanced. There are a couple of fights where you might need to take caution and proceed carefully. The Big Bats like to form trios and being succ&#039;d to death is a very real possibility. Haunters in the area are also rather strong, and if they are still able to clump up in Ozzie&#039;s boss room and their backstab attack (Sucker Punch) doesn&#039;t hit like it used to (~200 a punch) but is still a painful occurrence (~50-70 a punch) and there are multiple present in the room, so use AoE with EXTREME caution.&lt;br /&gt;
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Final Boss himself is sort&#039;ve on the squishy side, but then again he is a nerdy wizard, no matter how many cool capes he wears. But his spells are nothing to sneeze at, and he uses them a lot during his fights.&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 10/10&#039;&#039;&#039;&lt;br /&gt;
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Some of the more used items in the game are found here. The shops, while overpriced, hold some rather powerful equipment for Mid-30s if you can afford it. The only thing lacking in the area is a stable source of food and water for those who may need it. You can buy filled canteens from the shop here, but it&#039;s super expensive. If you don&#039;t feel like buying equips, the forest and castle proper have some pretty good stuff awaiting procurement from within. XP is good, lots of enemy variety in my opinion if you can safely navigate the entire zone. Would be cool to have a quest where the inhabitants didn&#039;t hate you.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 7/10&#039;&#039;&#039;&lt;br /&gt;
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It&#039;s super easy to get to Alfador Isle. Getting BACK to where you came from might be an issue depending on where you&#039;re coming from. It connects nicely to some higher leveled areas, and those areas are certainly worth exploring.&lt;br /&gt;
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Overall the zone is pretty straightforward and fun to explore and play in. &lt;br /&gt;
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&#039;&#039;&#039;TOTAL 8/10&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Player: Linn(Priest/100)&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 1/26/2023&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: 8/10&#039;&#039;&#039;&lt;br /&gt;
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When you first enter Alfador through the ferry, you&#039;re given a nice little paragraph describing both the ominous forest that awaits you, as well as a good view of the horizon, showing off El Nido. Fans of the Chrono games will likely appreciate the nod, and I personally always like when related areas are in relative proximity.&lt;br /&gt;
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Taking your first steps forward the southern path turns from a sandy shore to the dark woods that, while not too treacherous, aren&#039;t completely straightforward, either. Personally I feel this area is just the right size, given that you&#039;re likely here for one of three attractions. Nobody likes getting lost in the woods, and that&#039;s unlikely here.&lt;br /&gt;
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Venturing northwest through the woods, the dark and creepy vibes continue throughout, eventually leading to unnatural stone formations, which can actually be examined for a bit more flavor text! When not used in excess, I do enjoy descriptors like this for things that return more flavor than &amp;quot;nothing unusual&amp;quot;. A single apple tree on the farthest northwest section of the forest is a freebie source of food for non-Reploid peoples, a fun little nicety for the adventurer on a tight budget.&lt;br /&gt;
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Eastward, the gloomy forest straight out of a horror movie gives way to an onyx gate with a crayon-scribbled sign leading to Medina, village of the imps. I&#039;ve always enjoyed the quaint feeling of this place, and by comparison to the armed soldiers in Magus&#039; employ, these guys seem a lot more mischievous and a lot less murderous. Everything here is comparatively pint-sized, a little detail that drew a grin from me as I was writing this.&lt;br /&gt;
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On the north side of the island is Magus&#039; castle, and its as dark and spooky as you would expect. With one minor spoiler-y exception there isn&#039;t anything to pay attention to in room descriptions within other than the immersion factor, which is done well here. As an aside, the periodic ambient noises such as the distant screeching in the forest and the ghostly horrors in the castle are a nice touch, I always appreciate zones that incorporates those. &lt;br /&gt;
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Of the mobs in the area, nearly everything on the island feels accurate to the source material, while distinctly remixed in that Cleft sorta way. The Medina citizens themselves are a fun variety of characters. Very colorful they are, its clear a good deal of care was put into the characterization of even the most minor NPCs here. All of the notable, named NPCs that dwell within Magus&#039; castle are the ones you likely expect, with few real surprises.&lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
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In general, combat here is pretty simple, even for those on-level. I don&#039;t think throughout my two year history with Cleft I&#039;ve ever struggled with any of the mobs or bosses in this area whatsoever. And that&#039;s okay, I think its a good thing to have an accessible area to fall back on, especially if you find yourself struggling in McNeil, a more dangerous area that has a level range overlapping with this zone. A few scattered solo mobs in the forest are ripe for the pickings of those aiming to push level boundaries and grind above their weight class, and the early rooms of the Castle are prime candidates for this too. &lt;br /&gt;
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There are, however, a small handful of rooms within Magus&#039; Castle where you can find yourself ganged up on by a big number of foes at once. While I never had too much issue with it, good general advice for the entire game applies here: keep your Health/Mana/Move up between fights. No one mob here is particularly nasty, but a small army of them at once can send you home with a hefty Necro bill.&lt;br /&gt;
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OF NOTE: the one major outlier in difficulty is the Battlefield Rune, it is easily the most dangerous subsection of the entire zone, capable of sending a player packing if they aren&#039;t prepped and paying attention. By its nature, you will be facing 3 - 4 things per wave, and they always get the jump on you, and many of them have tricks a low level player may not have seen before. Don&#039;t ever get overconfident here, even if above level!&lt;br /&gt;
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As for quest rewards, the boss drops feel largely middling in terms of power, neither particularly bad or exceptionally good. Given that its mostly a straight-forward run through a few branching rooms, that&#039;s not all too unexpected, and I can&#039;t claim the modest effort required to clear the castle feels unrewarding given its relative ease. Honestly, the best prize to be had isn&#039;t even from the Castle itself, but the forest&#039;s Battlefield Rune... 16 remorts in and I still wear two copies of the ring prize for a majority of each run (and it can be enchanted! Just remember, one drop per remort!!)&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 9/10&#039;&#039;&#039;&lt;br /&gt;
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Firstly, anyone that&#039;s a fan of Chrono Trigger will likely enjoy the sights, I know this is what drew me to the area early in my Cleft career, years ago. Great care has been made to keep the Chrono Trigger vibe in this area, and I really dig it.&lt;br /&gt;
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Flavor isn&#039;t the only reason to check this place out, for such a compact zone there is a good deal to be done here. Trainers on their gym challenge will want to pay a visit to the Medina Pokemon gym to continue that quest line, and the miniquest involved to challenge the gym leader shouldn&#039;t put you too far out of your way to solve.&lt;br /&gt;
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For everyone else, there are two other really good reasons to visit, the less obvious of which being the Battlefield Rune in the northwest part of the forest! I always love encountering these, though this one as mentioned before is decidedly more difficult than Truce Canyon&#039;s. The enemy variety in this one is rather diverse, don&#039;t expect to just get hit with some lazy DPS, some of the mobs you&#039;ll face have some nasty surprises, keep recall scrolls at the ready to dip if it gets dicey! The reward for clearing this rune is well worth it even if you&#039;re overleveled, I highly recommend you nab it every remort!&lt;br /&gt;
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And of course, the main event, Magus&#039; castle. For such a daunting keep, the interior isn&#039;t actually all that massive, which I can appreciate. There&#039;s a bit to say about the navigation here and the sheer number of keys you have to manage, but its all done in a particular order that isn&#039;t too obtuse. The rewards within are potentially worthwhile for first/low remort characters, though nothing absolutely spectacular. still, if you love Chrono Trigger, its worth a run through for the fun of it, and the mob density means on-level players will likely come out a with a heaping helping of EXP.&lt;br /&gt;
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Grinding area of note: The first few rooms of Magus&#039; castle are very mob dense. Henches are aggro but they have a unique &amp;quot;slow&amp;quot; aggro cycle, oblivious to your presence until you&#039;ve hung around for several pulses. Generally, it isn&#039;t too dangerous of a spot to do some good old fashioned bashin&#039;. There are a few common pieces of loot that include some weapons at this range, and though none of them are particularly noteworthy, Merchants will probably come out with more than an armful of stuff to fence off for some sweet, sweet low-level gold.&lt;br /&gt;
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There&#039;s also a quaint little weapon shop in Medina that has some options for every weapon type, for non-Reploids that have found themselves behind the damage dice curve, which actually seem pretty decent for store-bought options. If you&#039;re level 35 and find yourself in dire need of an upgrade, you could do worse.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 9/10 &#039;&#039;&#039;&lt;br /&gt;
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A simple ticket from Truce will put you on a ferry that will get you to your destination. I never really understood why these ferries needed to force you to wait for the duration of the ride, and why you can&#039;t simply be teleported to the location upon handing in the ticket, but immersion isn&#039;t a bad thing unless it actively hurts the gameplay experience, and the ride is rather short anyway. Alfador works as a means to get over to Cactuar island, which is a particularly nice leveling zone in its own range, as well as the Seaside town in Shadmire.&lt;br /&gt;
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Being that its a ferry ride to get here, there&#039;s obviously no walking back, and a player would be foolish to spend a ticket on a ferry back where they came from. A shop in Medina itself sells recall scrolls in case you forgot yours, its nice to see care was taken to prevent an underleveled player from getting easily stuck here. &lt;br /&gt;
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An easily accessible owlite statue is also here that requires no extra obnoxious quest hoops to jump through. Hooray for convenience!&lt;br /&gt;
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&#039;&#039;&#039;Overall: 8.5/10&#039;&#039;&#039;&lt;br /&gt;
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One of my favorite areas in the low level range, a place I frequently return to on my remort speedruns. It&#039;s definitely worth going through the gauntlet of Magus&#039; castle at least once, especially if you&#039;re a fan of the source game. There&#039;s no real needless frustration or obtuse builder mind-reading to contend with. All and all, very comfy and enjoyable.&lt;br /&gt;
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[[Category:Area of the Month]]&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Main_Page&amp;diff=4447</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Main_Page&amp;diff=4447"/>
		<updated>2023-01-27T17:27:18Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: Added Changes Jan 23&lt;/p&gt;
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! style=&amp;quot;width: 25%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Gameplay Info&lt;br /&gt;
! style=&amp;quot;width: 25%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Game Content&lt;br /&gt;
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;[[Newbie Guide|&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;Newbie Guide&amp;lt;/span&amp;gt;]]&lt;br /&gt;
;[[Classes]]&lt;br /&gt;
:[[Knight]] • [[Warrior]] • [[Thief]] • [[Wizard]] • [[Priest]] • [[Summoner]] • [[Geomancer]] • [[Dancer]]&lt;br /&gt;
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;[[Races]]&lt;br /&gt;
:&#039;&#039;&#039;[[:Category:Creatures|List of Races]]&#039;&#039;&#039; • [[Humans]] • [[Espers]] • [[Giganto]] • [[Hylians]] • [[Koopas]] • [[Moogles]] • [[Matangui]] • [[Pumpkinheads]] • [[Reploids]] • [[Saiyans]] • [[Kirbies]] •  [[Jumi]] • [[Lobstermen]] • [[Nui]] • [[Ranboobs]] • [[Kokiri]]&lt;br /&gt;
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;[[Statistics|Player Statistics]]&lt;br /&gt;
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;[[Skills]] and [[Spells]]&lt;br /&gt;
:[[Quest Skills]]&lt;br /&gt;
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| style=&amp;quot;vertical-align:top; background-color: #b6f2d0;&amp;quot; | &lt;br /&gt;
;[[Portal:Areas|&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;Areas Portal&amp;lt;/span&amp;gt;]]&lt;br /&gt;
:&#039;&#039;&#039;[[Geography]]&#039;&#039;&#039; • [[Area of the Month]] • [[:Category:Areas|List of Areas]] • [[Economy]] •  [[Player_Housing|Player Housing]]&lt;br /&gt;
&lt;br /&gt;
;[[Portal:Lore|&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;Lore Portal&amp;lt;/span&amp;gt;]]&lt;br /&gt;
:&#039;&#039;&#039;[[History]]&#039;&#039;&#039; • [[:Category:Non-player Characters|List of Non-player Characters]] • [[Religion]] • [[Layers of the Cleft]] • [[Magic]]&lt;br /&gt;
&lt;br /&gt;
;[[Special Events]]&lt;br /&gt;
:&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;[[2012 Scavenger Hunt]]&amp;lt;/span&amp;gt; • [[2010 Fall Deathmatch]] • [[DK Coins|2010 Scavenger Hunt - DK Coins]] • [[Chaos Clans]] • [[Minigames]] • [[Utensil Wars]]&lt;br /&gt;
&lt;br /&gt;
;[[Physics]]&lt;br /&gt;
:[[Astronomy]] • [[Time]]&lt;br /&gt;
&lt;br /&gt;
;[[Raid Bosses]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-------------------------------------------------------------------------------------&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: #b6f2d0;&amp;quot; | &lt;br /&gt;
;&#039;&#039;&#039;[[Portal:RP|&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;RP Portal&amp;lt;/span&amp;gt;]]&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;[[Major Story Arcs]]&#039;&#039;&#039;&lt;br /&gt;
:[[:Category:Player Characters|List of Player Characters]] • [[Character Applications]] • [[Rules for Creating Player Character Articles]] • [[RP_Logs|RP Logs]]• [[World_Notes|World Notes]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;[[Clans]]&#039;&#039;&#039;&lt;br /&gt;
:[[:Category:Clans|List of Clans]] • [[Clan Halls]]&lt;br /&gt;
&lt;br /&gt;
;[http://cleftchatbeta.forumotion.com/ Cleft of Dimensions RP Forum]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: #b6f2d0;&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
;Miscellaneous&lt;br /&gt;
:[[Recipes]] • [[Music of the Cleft]] • [[Immortal_Shops|Immortal Shops]] • [[Credits|MUD Credits]] • [[MUD Clients]]&lt;br /&gt;
&lt;br /&gt;
;Staff Updates&lt;br /&gt;
:[[Staff_Meeting_Minutes#Staff_Meeting_2-29-2020|Staff Meeting Minutes for 2-29-2020]]&lt;br /&gt;
:[[Staff_Meeting_Minutes#Staff_Meeting_2-16-2019|Staff Meeting Minutes for 2-16-2019]]&lt;br /&gt;
:[[Staff_Meeting_Minutes#Staff_Meeting_1-3-2018|Staff Meeting Minutes for 1-3-2018]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- ###################################################################################### --&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%&amp;quot; &lt;br /&gt;
! style=&amp;quot;width: 33%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Game Updates&lt;br /&gt;
! style=&amp;quot;width: 33%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0340a6;&amp;quot; | Area of the Month&lt;br /&gt;
! style=&amp;quot;width: 33%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0340a6;&amp;quot; | Featured Article&lt;br /&gt;
|-&lt;br /&gt;
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| style=&amp;quot;vertical-align:top; background-color: #b6f2d0;&amp;quot; | &lt;br /&gt;
[[Changes_Log|&#039;&#039;&#039;Most Recent Updates to The Cleft of Dimensions&#039;&#039;&#039;]]&lt;br /&gt;
* [[Changes_Log#Changes_23_Jan_23|Changes 23 Jan 23]]: LOTS of spells have a new Charge effect, other changes.&lt;br /&gt;
* [[Changes_Log#Changes_17_Jan_23|Changes 17 Jan 23]]: Practices can be used to 100%, other various changes&lt;br /&gt;
* [[Changes_Log#Changes_03_Jan_23|Changes 03 Jan 23]]: Resurrect spell fix&lt;br /&gt;
* [[Changes_Log#Changes_12_Oct_22|Changes 12 Oct 22]]: Fixes for Whirlwind and Manashield, back-end fixes and updates.&lt;br /&gt;
* [[Changes_Log#Changes_15_June_22|Changes 15 June 22]]: The [[Dimensional_Corridor|Dimensional Corridor]], a writing assistant, is now linked in the [[Monotoli_Building|Monotoli Building]]!&lt;br /&gt;
* [[Changes_Log#Changes_17_May_22|Changes 17 May 22]]: [[Knight]] Class revamped!&lt;br /&gt;
* [[Changes_Log#Changes 08 Apr 22|Changes 08 Apr 22]]: Misc tweaks and fixes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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| style=&amp;quot;vertical-align:top; background-color: #b6f2d0;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;[[Area_of_the_Month | Area of the Month]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Area of the Month for January 2023 is [[January_2023:_Alfador_Isle|Alfador Isle]]!&lt;br /&gt;
&lt;br /&gt;
Check out Medina, get lost in a castle, and more; then share your experiences for some [[Player_Housing|restring tokens]]!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-------------------------------------------------------------------------------------&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: #b6f2d0;&amp;quot; | &lt;br /&gt;
{{FeaturedArticle}}&lt;br /&gt;
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|}&lt;br /&gt;
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{| style=&amp;quot;width: 100%&amp;quot; &lt;br /&gt;
! style=&amp;quot;width: 33%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Builder Compendium&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: #b6f2d0;&amp;quot; | &lt;br /&gt;
;Builder Info&lt;br /&gt;
:[[Building Guide]] • [[Mprog Compendium]] • [[Flags Compendium]] • [[Builder Applications]] • [[Forum For Proposing Racial Abilities]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
On this page, we will try to present and iron out all the hard facts of the [http://cod.mudmagic.com Cleft of Dimensions] universe. Yes, we&#039;re probably making a lot of this stuff up as we go along. Regardless - this is canon in the making!&lt;br /&gt;
&lt;br /&gt;
Any and all CoD staff members are invited to make contributions to the article pages. However, if you&#039;re adding something controversial, make sure to discuss it on a discussion page first. All CoD players are invited to make contributions to the discussion pages, but I ask that you don&#039;t modify the article pages.&amp;lt;br&amp;gt;&lt;br /&gt;
- MTS 11:02, 5 February 2006 (PST)&lt;br /&gt;
&lt;br /&gt;
Clan leaders can create and edit pages for their clan at their discretion, also. This way, we resolve the headache of keeping the main website updated continually.&amp;lt;br&amp;gt;&lt;br /&gt;
- Ben 10:27, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nature and Nature&#039;s Laws lay hid in night;&amp;lt;br&amp;gt;God said, &#039;Let Newton be!&#039; -- And all was light.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Changes_Log&amp;diff=4446</id>
		<title>Changes Log</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Changes_Log&amp;diff=4446"/>
		<updated>2023-01-27T17:26:06Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: Added Jan 23 Changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Cleft of Dimensions is constantly being updated, poked, prodded, and tweaked. To keep everyone informed of the various changes, the Immortals semi-regularly post Change Notes in-game.&lt;br /&gt;
This page will copy those notes as well.&lt;br /&gt;
&lt;br /&gt;
= 2023 Change Notes =&lt;br /&gt;
&lt;br /&gt;
== Changes 23 Jan 23 ==&lt;br /&gt;
&lt;br /&gt;
* skill-granting affects from blue magic should stack now, vastly reducing affects spam for vampires moving forward&lt;br /&gt;
* selling wands can no longer cause a divide by zero error (thank goodness nobody triggered this)&lt;br /&gt;
* you should no longer lose current HP when the Courage spell wears off, unless you were over your original maximum&lt;br /&gt;
* fleeing from a single enemy that is blinded, or a group of enemies who are ALL blind, is more likely to succeed&lt;br /&gt;
* the store value of partially-expended Light type items is reduced based on the amount of light left in them&lt;br /&gt;
* OG jump skill renamed to dragoonjump (replaced in old player files)&lt;br /&gt;
* attack up now has a greater chance to dispel attack down when charged&lt;br /&gt;
* heat metal now only actually destroys your money if you fail a save vs fire --and also tells you when this happens&lt;br /&gt;
* protection good and protection evil now have durations that depend on caster level and no longer grant a -1 saves bonus&lt;br /&gt;
* restore mana now has a different message when the target&#039;s mp is FULLY restored&lt;br /&gt;
* duration of blazing shield, aurum aegis, and soulblade now scales with level&lt;br /&gt;
* new skill solar flare (quest reward from butter building; if you already completed this quest go back and TOUCH the moon stone)&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* alist command no longer crashes the game&lt;br /&gt;
 &lt;br /&gt;
*also, more spells can be Charged:&lt;br /&gt;
&lt;br /&gt;
   acid blast, thunder, thundara, thundaga, blizzard, blizzara, blizzaga, fire, fira, firaga, judgment, shadow step, leeches (+25% damage)&lt;br /&gt;
   quezacotls wrath (+25% damage, except when bouncing back to the caster)&lt;br /&gt;
   heat metal (+25% damage, but does not change amount of money melted)&lt;br /&gt;
   magic missile (increases chance of more hits)&lt;br /&gt;
   charm, tame, hypnotize, detect evil, detect good, detect hidden, detect invis, detect magic, faerie fog, float, infravision, pass door, bio, bio 2, protection good, protection evil, detect alignment (doubled duration)&lt;br /&gt;
   invis, nayrus love, protect, blazing shield, soandso&#039;s favour, aurum aegis, death pact, intimidate, shelter, soulblade, inflame, scarecrow funk (+50% duration)&lt;br /&gt;
   attack up, attack down, haste, slow (+50% duration, increased chance to dispel opposite spell)&lt;br /&gt;
   cure, cure 2, cure 3, restore movement (+25% healing)&lt;br /&gt;
   blind (increased hit chance, increased hitroll penalty from -15 to -25)&lt;br /&gt;
   change sex, sleep, influenza, frozen touch, haunt, sprain, osmosis, confusion,&lt;br /&gt;
   burn, fear, daze, confusion, (increased chance to hit)&lt;br /&gt;
   antidote, uncurse, cure bleeding, cure osmose (improved dispel success rate)&lt;br /&gt;
   enchant weapon, enchant armor, recharge (very slightly improves success rate)&lt;br /&gt;
   resurrect (doubles zombie lifespan, about +25% hp)&lt;br /&gt;
   skeleton crew (about +20% hp)&lt;br /&gt;
   phantom motorcycle (ya like flying motorcycles, kid?)&lt;br /&gt;
   summon minighost (2x hp)&lt;br /&gt;
&lt;br /&gt;
note: i dont know how to meaningfully improve these spells via charge: &lt;br /&gt;
   floating disc, angel whisper, white wind, arcane lock, general purpose, high explosive, junction spells, bide, plague swarm, dust storm, quicksand, hell ivy, hp rain, skylight, grease, conjure instrument, drunkify, soberify&lt;br /&gt;
note2: the following spells simply have no quantitative effect to charge: &lt;br /&gt;
   detect poison, teleport, scan, locate object, summon, word of recall, exit, farore&#039;s wind, enslave, augment golem, read magic, mokuton&lt;br /&gt;
note3: making this improve with charge feels too abusable for some reason: &lt;br /&gt;
   restore mana, wizen&lt;br /&gt;
note4: the following pseudospells are only used by NPCs and shall not be chargeable:&lt;br /&gt;
    aperture schism, sumhlpspl, gas breath&lt;br /&gt;
note5: this isn&#039;t every spell in the game yet, there are more in magic3.c that i didn&#039;t get to&lt;br /&gt;
 &lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 17 Jan 23 == &lt;br /&gt;
&lt;br /&gt;
*created water springs should actually for real decay eventually now&lt;br /&gt;
*remorting players now get to choose their alignment during remort, like first-time priests&lt;br /&gt;
*instead of being worth 1/4 their regular cost, fully-depleted noexplode wands and staffs are now worth 1/(max charges) their normal cost.&lt;br /&gt;
*event items that use charges now also scale their shop value based on remaining charges&lt;br /&gt;
*the penalty for selling the same item to the same shop has been decreased from 25% per item to 10% per item (50% to 25% for regular inventory), with a hard floor of 1/4 the normal sell value&lt;br /&gt;
*if your character is VERY low int and attempting to practice a VERY difficult skill, it is no longer possible to use a practice for zero percent gain&lt;br /&gt;
*the game will no longer crash on reboot in certain situations where a builder has goofed up a room&#039;s resets; instead, it will quietly destroy the offending resets&lt;br /&gt;
*if you learned a skill over 30 levels ago, you can use practices at a GREATLY diminished rate (1/8 usual, min 1%) to raise it further to 100%&lt;br /&gt;
*the Sour Mouth spell now has an echo in addition to the status effects it attempts to apply&lt;br /&gt;
*attempting to cast Charge on someone already charged no longer says YOU are charged&lt;br /&gt;
*Life Support now shows a status effect in the combat panel while you are under the effect of its mana cost increase&lt;br /&gt;
*resurrected zombies should have the gas breath attack mentioned in the helpfile&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
*&amp;quot;key -1&amp;quot; now works correctly and doesn&#039;t crash the mud&lt;br /&gt;
*mobs with the OFF_BERSERK flag will no longer use berserk unless under 1/4 HP&lt;br /&gt;
*new flag OFF_GASBREATH, causes mob to occasionally use Sour Mouth in combat with no lag or mana cost (will expend a Charge though)&lt;br /&gt;
*area0.are and dimcorr.are seemed to have the same vnum range and content... i have removed area0.are from the areas list to get the mud to boot&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 03 Jan 23 ==&lt;br /&gt;
&lt;br /&gt;
*The Resurrect spell now correctly flags the zombie as undead instead of the caster.&lt;br /&gt;
 &lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
= 2022 Change Notes =&lt;br /&gt;
&lt;br /&gt;
== Changes 12 Oct 22 ==&lt;br /&gt;
* whirlwind skill% was being raised entirely too fast&lt;br /&gt;
* manashield can no longer be toggled while asleep&lt;br /&gt;
&lt;br /&gt;
FOR IMMORTALS:&lt;br /&gt;
* New wiznet channel &amp;quot;logs&amp;quot;, shows everything that goes to the server logfile but in realtime&lt;br /&gt;
&lt;br /&gt;
FOR IMPLEMENTORS:&lt;br /&gt;
* The server OS has been updated to Ubuntu 22.04.01&lt;br /&gt;
* The GCC version has been updated and the -fcommon compiler option needed to be added to the makefile&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 15 June 22 ==&lt;br /&gt;
Building off a new version of the GPTuna engine that brought us the Orbs of Escher and the Ancient Cave, the Dimensional Corridor is now linked.&lt;br /&gt;
Intended primarily as a building assistant, the Dimensional Corridor lets you write a room description (or two, or three) and, overnight, will riff&lt;br /&gt;
on your input and produce twenty similar room descriptions as output. Suffering from writer&#039;s block or just want to expand on some ideas? The Corridor is here for you!&lt;br /&gt;
 &lt;br /&gt;
Because the Dimensional Corridor can only accommodate three inputs per day, it is currently linked in an out-of-the-way location (it&#039;s in the Monotoli Building). If you find it, feel free to give it a spin!&lt;br /&gt;
&lt;br /&gt;
-MTS&lt;br /&gt;
&lt;br /&gt;
== Changes 17 May 22 ==&lt;br /&gt;
* a non-private playerhouse with &amp;quot;everyone&amp;quot; as a secondary owner, can be edited by anyone&lt;br /&gt;
* the cooldown on Halo was half what it should be for most characters&lt;br /&gt;
* lobsterman eskrima practicioners can now use riposte bare-handed (bare-clawed?)&lt;br /&gt;
* trance no longer creates an extra line in &#039;affects&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BASE KNIGHT REVAMP:&#039;&#039;&#039;&lt;br /&gt;
* Non-Giganto Knights now receive a warning about two-handed weapon types during the weapon selection part of character creation &lt;br /&gt;
* the Courage spell can now be refreshed/&amp;quot;topped off&amp;quot; before it expires&lt;br /&gt;
* the Courage spell can now be charged for 1.5x the effect&lt;br /&gt;
* the Courage spell no longer has a cooldown&lt;br /&gt;
* new AFF2 flag: whirlwind&lt;br /&gt;
* new skill: whirlwind (knights receive at level 15)&lt;br /&gt;
* new spell: Heroics (knights receive at level 20)&lt;br /&gt;
* knights receive the shield slam skill at level 1 instead of 3&lt;br /&gt;
* knights receive the retort skill at level 3 instead of 10&lt;br /&gt;
* knights receive the rescue skill at level 5 instead of 10&lt;br /&gt;
* knights receive the vigilance skill at level 7 instead of 5&lt;br /&gt;
* knights receive the Courage spell at level 10 instead of 15&lt;br /&gt;
* knights receive the sizeup skill at level 12 instead of 20&lt;br /&gt;
* knights receive the ration skill at level 20 instead of 10&lt;br /&gt;
* knights no longer receive the bash skill&lt;br /&gt;
&lt;br /&gt;
a couple tweaks to how Courage and Heroics behave when Charge&#039;d will take effect after the next copyover&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 08 Apr 22 ==&lt;br /&gt;
* maybe finally fixed a crash bug involving Fling&#039;d weapons&lt;br /&gt;
* The following spells can be now charged for some kind of greater effect:&lt;br /&gt;
Create Booze, Create Rose, Create Spring, Create Water, Create Food, Illuminate,&lt;br /&gt;
Create Instrument, Midas Glow, Phantom Cloak, Abundance&lt;br /&gt;
* the &#039;critical&#039; weapon flag now appears in Scan/examine/info&lt;br /&gt;
* when consuming food and beverages, you will receive a warning that you are starting to feel full when you hit 30 (the &amp;quot;you are full&amp;quot; message still appears at 40 as usual)&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* the &#039;critical&#039; weapon flag (3x critical chance) can now be set in oedit and not only by Scathe Saber&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 17 Mar 22 ==&lt;br /&gt;
&lt;br /&gt;
* info &amp;lt;item&amp;gt; in a shop now shows you the extra desc also&lt;br /&gt;
* you can now choose &amp;quot;random&amp;quot; during most steps of character creation&lt;br /&gt;
* you can no longer choose defunct classes during remort&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 04 Feb 22 ==&lt;br /&gt;
&lt;br /&gt;
* fixed the crit rate of the Gem Missile spell (was WAY too high)&lt;br /&gt;
* casting leeches on yourself as a desperate way to remove poison will now only deal negligible damage&lt;br /&gt;
* Chocobo Forest is linked (thanks Ademisk!!!!!!!!)&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
= 2021 Change Notes =&lt;br /&gt;
&lt;br /&gt;
== Changes 08 Dec 21 ==&lt;br /&gt;
&lt;br /&gt;
* the mogdance skill now works in &amp;quot;mount2&amp;quot; sector rooms (same effect as regular mountain)&lt;br /&gt;
* magitek factory is marginally less brutal overall&lt;br /&gt;
* the &amp;quot;ring&amp;quot; wands in crysta have triple the charges but are slightly more expensive&lt;br /&gt;
* faerie fog aka faerie fire reveals hidden entities too now&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* a { at the beginning of a mobprog line shouldn&#039;t make the MUD crash at boot time anymore&lt;br /&gt;
&lt;br /&gt;
... plus other things we&#039;ve probably forgotten&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 12 Oct 21 ==&lt;br /&gt;
&lt;br /&gt;
* fixed a broken exit from freeza&#039;s ship&#039;s engine room&lt;br /&gt;
* the imp captain is no longer attackable&lt;br /&gt;
* &#039;page&#039; is now a synonym for the &#039;scroll&#039; command&lt;br /&gt;
* &#039;suplex&#039; has more varied output messages depending where it is used (functions the same)&lt;br /&gt;
&lt;br /&gt;
FOR STAFF:&lt;br /&gt;
* the discordutil, questquery, rename, vape, pload, punload, copyover, and pwreset commands have in-game helpfiles now&lt;br /&gt;
* &amp;quot;force gods&amp;quot; has been removed&lt;br /&gt;
* &amp;quot;force players&amp;quot; now includes level 100 characters&lt;br /&gt;
* the &#039;video&#039; command has been removed (was a duplicate of &#039;snoop&#039;)&lt;br /&gt;
* the &#039;prefix&#039; command has been removed (why did it exist)&lt;br /&gt;
 &lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 18 Sep 21 ==&lt;br /&gt;
&lt;br /&gt;
* Steal now tells you if the item you tried to steal can&#039;t be stolen, so you try to steal coins or items instead&lt;br /&gt;
* Attempting to open a locked door will also tell you if you are able to unlock it&lt;br /&gt;
* You can no longer pick already-unlocked portals&lt;br /&gt;
* Attempting to pick a portal, container, or exit, when you have the key or the door doesn&#039;t need one, tells you that, if you fail&lt;br /&gt;
* Various typos fixed&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 22 Aug 21 ==&lt;br /&gt;
&lt;br /&gt;
* mushroomize and zombie should no longer color-bleed when they wear off&lt;br /&gt;
* &#039;pet&#039; option removed from necromancer NPCs &lt;br /&gt;
* the normal &#039;corpse&#039; necromancer option will now also grab pet corpses&lt;br /&gt;
* more typos fixed&lt;br /&gt;
* the wutai bank now has lockers&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 7/15/21 ==&lt;br /&gt;
&lt;br /&gt;
* notes posted in the game get reposted on Discord&lt;br /&gt;
* &#039;typo&#039; command added for quickly reporting typos&lt;br /&gt;
* Syphon now has a 2-pulse cooldown and has better output for immune targets&lt;br /&gt;
* &#039;risk&#039; now affects autoattack accuracy and damage in combat&lt;br /&gt;
&lt;br /&gt;
MUDLET-RELATED:&lt;br /&gt;
* a &#039;mudlet&#039; configuration command has been added&lt;br /&gt;
* sound can be globally (i.e., not just chat) disabled with &#039;mudlet sound&#039;&lt;br /&gt;
* secondary (chat) panel height can be specified, e.g. &#039;mudlet height 13&#039;&lt;br /&gt;
* tertiary panel font size shrinks to fit desired secondary panel height&lt;br /&gt;
* panels should resize themselves more reliably&lt;br /&gt;
* screen layout preferences save on exit&lt;br /&gt;
* updated CoD&#039;s icon and desc for Mudlet&#039;s brand new package manager&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
== Changes 02 Jul 21 ==&lt;br /&gt;
&lt;br /&gt;
* fixed erroneous output when attempting to cast Extension on someone whose affects have already been extended&lt;br /&gt;
* if you are fighting multiple mobs and your current target dies, you no longer &amp;quot;lose&amp;quot; a round of combat before auto-retargeting occurs&lt;br /&gt;
* putting a corpse in a locker should no longer corrupt your inventory and crash the game when it decays, because now it won&#039;t fully decay while in the locker&lt;br /&gt;
* getting money from a corpse/chest should no longer give glitch output&lt;br /&gt;
* fixed MANY typos and color bleeds and stuff in areas (thanks ryrol)&lt;br /&gt;
* fixed color bleeds after turning grats or ooc off/on (also thanks ryrol)&lt;br /&gt;
* &amp;quot;niceguy&amp;quot; was implemented backwards actually, and afraid mobs might now actually flee again&lt;br /&gt;
* life support is actually better when charged, now&lt;br /&gt;
* bedit will now ACTUALLY save your changes when you exit the editor, instead of lying that it tried&lt;br /&gt;
* new sector: Organic&lt;br /&gt;
* player inventory items &amp;quot;stuck&amp;quot; inside non-containers somehow, will become automagically un-stuck at login&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 6/14/2021 ==&lt;br /&gt;
&lt;br /&gt;
* Transfer and gtransfer now handle vehicles that players are riding&lt;br /&gt;
&lt;br /&gt;
* New set of vulnerability spells&lt;br /&gt;
&lt;br /&gt;
* New skill: Refashion&lt;br /&gt;
&lt;br /&gt;
* We now how the proper dark green color on the tertiary window of our mudlet plugin, with the latest verion of mudlet&lt;br /&gt;
&lt;br /&gt;
* Fixed a weird output message when typing &amp;quot;info&amp;quot; in a closed shop&lt;br /&gt;
&lt;br /&gt;
For Builders&lt;br /&gt;
&lt;br /&gt;
* Clones, people, duplicates, mobhere if checks do not require that the mob can see the things being checked.&lt;br /&gt;
&lt;br /&gt;
* Fixed a bug where objhere vnum and objhere name worked differently&lt;br /&gt;
&lt;br /&gt;
== Changes 6-7-2021 ==&lt;br /&gt;
&lt;br /&gt;
* ninjas no longer have a lower chance to flee than other classes, but instead are slightly better as intended&lt;br /&gt;
* when Fling sticks a weapon into a foe, the line will be highlighted in yellow now&lt;br /&gt;
* weight limitations to wielding weapons is correct again; ALL weapons were calculated as if they had featherweight applied, and featherweight weapons were calculated as if they did not&lt;br /&gt;
* create instrument cast by immortals will now only create maximum level 100 instruments&lt;br /&gt;
* &amp;quot;foe&amp;quot; and &amp;quot;enemy&amp;quot; are now keywords to unerringly target whatever you&#039;re fighting, like how &amp;quot;self&amp;quot; is always... yourself&lt;br /&gt;
* the &amp;quot;pet&amp;quot; keyword now works with the &#039;look&#039; command too&lt;br /&gt;
* new spells &#039;drunkify&#039; and &#039;soberify&#039;, increase/decrease drunkenness by spell level/2 (within the 0-48 range)&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* &#039;mob flag&#039; now accepts &#039;behav&#039; as a keyword&lt;br /&gt;
* $B fixed... maybe???&lt;br /&gt;
* setting an exit, portal, or container&#039;s &amp;quot;key&amp;quot; to -1 allows it to be&lt;br /&gt;
locked/unlocked freely&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 5-6-2021 ==&lt;br /&gt;
&lt;br /&gt;
The following skills are now affected by damroll:&lt;br /&gt;
&lt;br /&gt;
For warriors:&lt;br /&gt;
*iaido&lt;br /&gt;
*hylian fencing&#039;s extra attacks&lt;br /&gt;
*lunge&lt;br /&gt;
*overpower&lt;br /&gt;
*smash&lt;br /&gt;
*hammerhand&lt;br /&gt;
*riposte&lt;br /&gt;
*ultra jump&lt;br /&gt;
&lt;br /&gt;
For Thieves:&lt;br /&gt;
*fling&lt;br /&gt;
*(circle and backstab already got damroll benefits)&lt;br /&gt;
&lt;br /&gt;
For Knights:&lt;br /&gt;
*soulblade (both versions)&lt;br /&gt;
*retort&lt;br /&gt;
&lt;br /&gt;
For Dancers:&lt;br /&gt;
*dance (when used offensively)&lt;br /&gt;
*Self-hits from polka polka, masochism tango, or other sources of confusion, will now factor in the victim&#039;s own damroll, which generally makes these status affects more dangerous!&lt;br /&gt;
&lt;br /&gt;
For people hanging on to weird skills:&lt;br /&gt;
*aurablast&lt;br /&gt;
*cadenza&lt;br /&gt;
&lt;br /&gt;
Since the damage from these skills is nominally based on your weapon attacks, this will bring them more in line with expectations at high levels.&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 5-5-2021 ==&lt;br /&gt;
&lt;br /&gt;
*mystic weapons were not working correctly&lt;br /&gt;
*attempting to send a tell while &#039;deaf&#039; gives a more sensical error message&lt;br /&gt;
*&#039;moreviolence&#039; is now a synonym for &#039;lessviolence&#039;&lt;br /&gt;
*your pets&#039; kills will no longer ignore your lessviolence preference&lt;br /&gt;
*healing spells wielded against the undead were double-dipping in magroll -- these will now generally do less damage if you have high magroll&lt;br /&gt;
*healing spells&#039; relationship with magroll was not subject to the normalization formula -- these will now generally do less healing if you have high magroll&lt;br /&gt;
*rejuvenate and sarcosis healing were not affected by magroll at all; now they are!&lt;br /&gt;
*flare star&#039;s afterdamage should no longer hit otherwise-unattackable mobs&lt;br /&gt;
*fixed a bug where items would stop decaying... maybe&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
* New rset field &amp;quot;reset&amp;quot;&lt;br /&gt;
   Takes one of two arguments &amp;quot;room&amp;quot; and &amp;quot;area&amp;quot;&lt;br /&gt;
   &#039;mob rset reset room&#039; resets the room that the mob is currently in.&lt;br /&gt;
   &#039;mob rset reset area&#039; resets the area of the room the mob is currently in.&lt;br /&gt;
&lt;br /&gt;
-Ozlynn&lt;br /&gt;
&lt;br /&gt;
==Changes 5-3-2021 ==&lt;br /&gt;
&lt;br /&gt;
*Comet Punch Fluff&lt;br /&gt;
Comet punch now factors in strength, dexterity, hitroll and damroll. This is gated by a requirement that strength and dexterity are at 16 or higher.&lt;br /&gt;
   * Hitroll slightly boosts the chance for the first punch&lt;br /&gt;
   * Dexterity and hitroll slightly boosts the chance for additional hits&lt;br /&gt;
   * Strength and damroll have a chance to give bonuses to damage&lt;br /&gt;
   * Dexterity and hitroll determines the chances of the strength/damroll damage bonus.&lt;br /&gt;
   * Successful bonuses are indicated by an all-caps message.&lt;br /&gt;
 &lt;br /&gt;
*Double Image Fluff &lt;br /&gt;
Double now factors in dexterity and speed(EG haste, slow, fast, frenzy).&lt;br /&gt;
   * Skill success slightly increases with a dexterity of 16 or higher (higher dexterity = higher chance bonus)&lt;br /&gt;
   * Skill success slightly increases with speed affects (and they stack) (Fast, Frenzy, Haste)&lt;br /&gt;
   * Skill success slightly diminishes with Slow (still offset by other speed affects and dexterity)&lt;br /&gt;
    * Chance of the double being the target is slightly boosted by dexterity, if it&#039;s 16 or higher&lt;br /&gt;
   * Chance of double remaining after having been the target is slightly boosted by dexterity, if its 16 or higher&lt;br /&gt;
&lt;br /&gt;
*Bloodsuck doesn&#039;t work on players for now because it&#039;s crashy.&lt;br /&gt;
&lt;br /&gt;
--Ozlynn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 5-1-2021 ==&lt;br /&gt;
&lt;br /&gt;
*Area if check&lt;br /&gt;
 EG if area $i == 1 // is $i in the immortal area? &lt;br /&gt;
*New rset arguments!&lt;br /&gt;
* Affects:&lt;br /&gt;
    brainstorm&lt;br /&gt;
    consecrate or consecrate_neutral&lt;br /&gt;
    consecrate_good&lt;br /&gt;
    consecrate_evil&lt;br /&gt;
    quicksand&lt;br /&gt;
    hprain&lt;br /&gt;
    sunstroke&lt;br /&gt;
    timewarp&lt;br /&gt;
    timestop&lt;br /&gt;
    meteo&lt;br /&gt;
    grease&lt;br /&gt;
    skylight&lt;br /&gt;
* save&lt;br /&gt;
    EG mob rset save&lt;br /&gt;
    flags the area of the mobs room as changed and then runs &#039;asave changed&#039;&lt;br /&gt;
    useful for saving rset room descs etc&lt;br /&gt;
&lt;br /&gt;
--Ozlynn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 4-25-21 ==&lt;br /&gt;
&lt;br /&gt;
*objects which are not necessarily flagged decaying but still under 100 condition somehow, will reveal this information when Scan/examined now&lt;br /&gt;
*certain sociable mobs will no longer force the player to do socials, instead of doing the social themselves as originally intended (i.e. catching runaway dogs will no longer make YOU lick THEM)&lt;br /&gt;
*the Courage spell now has a lower cost, less lag, and attempts to dispel Fear&lt;br /&gt;
*fixed an issue with event items not cooling down (probably)&lt;br /&gt;
*the mogdance skill was not usable due to targeting issues&lt;br /&gt;
*&#039;Train&#039; has much less rigid syntax now&lt;br /&gt;
*oozaru will only warn you once when it&#039;s 4 pulses from wearing off&lt;br /&gt;
*removed glitch output when using bedit show in a non-housing room&lt;br /&gt;
*scrolls can be &#039;recite&#039;d from an equipment slot, if you ended up holding one somehow&lt;br /&gt;
*picking up coins from the ground no longer gives glitch output&lt;br /&gt;
*act_passive mobs&#039; hp, mana, and mv are no longer visible in combat via the tertiary window&lt;br /&gt;
*disrupting weapons (like earthy) now do slightly more damage than comparable weapon flags, to account for the lack of an associated status effect&lt;br /&gt;
*portal objects reveal their charges and flags (if any) when identified&lt;br /&gt;
*entering a portal to a player house you live in, now works when the house is private&lt;br /&gt;
*mobs with AI that are affected by Ink Blast will often take longer to find a target (effectively a 50% chance each pulse to act like they are blind)&lt;br /&gt;
*mushroomize now sometimes scrambles targeting of mobs with ai and/or assist flags (50% chance to hit a random character or mob in the room, which may be the &#039;correct&#039; target anyway, each time they try to  assist or retarget)&lt;br /&gt;
*the Pick skill will not get &#039;stuck&#039; on non-portal/container objects (e.g. &amp;quot;pick east&amp;quot; attempting to unlock an easter egg instead of the exit to the east)&lt;br /&gt;
*new mobprog ifcheck recentdam, e.g. if recentdam $n &amp;gt; 4 (returns true if $a is greater than 4, whether set by awarded xp or mob damage)&lt;br /&gt;
*turning the OOC channel off now also suppresses discord ooc messages, as intended&lt;br /&gt;
*new Bedit command &#039;sector&#039; changes roomsector for 100 gold&lt;br /&gt;
*new Bedit command &#039;indoors&#039; allows toggling of indoors room flag for 50 gold&lt;br /&gt;
 &lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 4-4-21 ==&lt;br /&gt;
&lt;br /&gt;
*the Halo spell can now start or finish a combo (light)&lt;br /&gt;
*fixed a crash bug involving gmcp&lt;br /&gt;
**probably&lt;br /&gt;
*weapon flags and procs of offhand weapons will fire now! this makes dual wield generally better&lt;br /&gt;
*the chance of screwing up a Scroll when intelligence is under 9 now DECREASES with higher wisdom instead of increasing&lt;br /&gt;
*Black Wind no longer makes Sentinel mobs flee&lt;br /&gt;
&lt;br /&gt;
*project tuna has been updated to version 1.4b!&lt;br /&gt;
**now connects to cleftofdimensions.net by default&lt;br /&gt;
**that&#039;s it, thats all that&#039;s changed&lt;br /&gt;
**get it: http://www.cleftofdimensions.net/ProjTuna_1_4b.zip&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 3-24-21 ==&lt;br /&gt;
&lt;br /&gt;
*MSSP information no longer points to mudmagic&lt;br /&gt;
*new thief characters were not getting their second weapon type selection&lt;br /&gt;
*deleting a reset now flags an area as changed (so that it &#039;asave&#039;s properly)&lt;br /&gt;
*fixed a crash bug when selling furniture in bedit&lt;br /&gt;
*the following spells can now start or finish a combospell: fire, fira, firaga, blizzard, blizzara, blizzaga, thunder, thundara, thundaga, magic missile (as energy), heat metal (fire), aura blast (as innate), star rain (randomly earth, fire, or energy to finish a combo. as the element of the last hit to begin a combo)&lt;br /&gt;
*none-innate Jutsu&#039;s chance to blind is now based on the victim&#039;s Saves, not the user&#039;s (?!)&lt;br /&gt;
*Ancient Power was applying extra combo targeting spuriously&lt;br /&gt;
*Heat Metal now uses log2 instead of log10 for its damage potential, so it will generally deal much more&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 2-15-21 ==&lt;br /&gt;
&lt;br /&gt;
*bedit now flags the &#039;source&#039; area as changed too; this was causing some houses to mysteriously disappear!&lt;br /&gt;
*fix to the spell echoes from Infravision&lt;br /&gt;
*cleared some compiler warnings&lt;br /&gt;
*improvement to Rescue AI for armor golems with Junction Health&lt;br /&gt;
*Dispel can now remove Titans/Alexanders/Alraunes Favour affects&lt;br /&gt;
*the Geomance spell has a 10% damage bonus if used with a Terraform terrain&lt;br /&gt;
*a Charged Maneater has a marginally greater chance of eating larger foes&lt;br /&gt;
*a Charged Burst, Lucent Beam, Ray, Ray of Truth, Viro Plasm, Gyro Ball, Bubblebeam, Firebreath, Gastro Acid, or Thunderbolt has a slightly higher chance to apply its status effect&lt;br /&gt;
*the Debilitate spell has been disabled until it can be bugfixed&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 1-23-21 ==&lt;br /&gt;
&lt;br /&gt;
*bedit will automatically save your changes to area files; houses shouldn&#039;t be lost in crashes anymore&lt;br /&gt;
*fixed a crash bug when attempting to log in when you are already logged in&lt;br /&gt;
*website now shows the nearly current wholist again&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS: &lt;br /&gt;
*MAX_CALL_LEVEL errors now reveal mob and prog vnums in the log&lt;br /&gt;
*several html files that the game creates should be created in the correct directories again&lt;br /&gt;
*core dumps are back...?&lt;br /&gt;
 &lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 1-1-21 ==&lt;br /&gt;
&lt;br /&gt;
* updated borg for compatibility with Discord Gateway v8 API&lt;br /&gt;
* salient characters eventually see the MOTD when they log in&lt;br /&gt;
* on character creation, Protuna users get shown art when choosing weapons&lt;br /&gt;
* %d in prompts interacts correctly with commands like &amp;quot;climb tree&amp;quot;&lt;br /&gt;
* fixed an area reset timing bug&lt;br /&gt;
* fixed a rare game-freezing bug involving Discord&lt;br /&gt;
&lt;br /&gt;
For builders:&lt;br /&gt;
* fixed incorrect interpretation of flags on &#039;mob asset&#039; and &#039;mob award&#039;&lt;br /&gt;
&lt;br /&gt;
-MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= 2020 Change Notes =&lt;br /&gt;
&lt;br /&gt;
== Changes 11-7-20 ==&lt;br /&gt;
&lt;br /&gt;
* the five remort races are now available to new characters&lt;br /&gt;
* linkdead players should no longer interfere with area repop&lt;br /&gt;
* dancers can now &#039;dance&#039;&lt;br /&gt;
* Polka Polka moved from level 1 to level 3&lt;br /&gt;
* moogle qspell &#039;dance&#039; renamed &#039;mogdance&#039;&lt;br /&gt;
&lt;br /&gt;
For Builders:&lt;br /&gt;
* some sociable non-humanoids respond to socials based on race&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
== Changes 11-4-20 ==&lt;br /&gt;
&lt;br /&gt;
*  fixed a quest bug in faron woods&lt;br /&gt;
*  the %r prompt option should work correctly in dark rooms if you have infrared or darkvision now&lt;br /&gt;
*  more bugfixes in bedit&lt;br /&gt;
*  armcannons won&#039;t get WORSE at levelup anymore&lt;br /&gt;
*  google analytics added to the wiki... we are watching u :)&lt;br /&gt;
*  bugfix to the &#039;delete&#039; command&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
*  new behav flag &#039;broke&#039; wipes a mob&#039;s gold and silver when it spawns&lt;br /&gt;
&lt;br /&gt;
SIDENOTE: As with most other MUDs, data to or from this game may be sent&lt;br /&gt;
unencrypted or &#039;in the clear&#039;, and would be visible to anyone inclined to snoop &lt;br /&gt;
on your network traffic. This includes your password! As a general security &lt;br /&gt;
practice, don&#039;t use the same password for your Cleft of Dimensions character as &lt;br /&gt;
you use for other accounts or websites, as the connection is not inherently very &lt;br /&gt;
secure.&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 9-30-20 ==&lt;br /&gt;
&lt;br /&gt;
* you can now group with players of any level&lt;br /&gt;
* for XP gain, a group&#039;s effective level is based on its highest member&lt;br /&gt;
* increased the XP bonuses for the first 10 levels&lt;br /&gt;
* three attempts are given to input password before disconnect&lt;br /&gt;
* a player&#039;s scroll setting persists on remort&lt;br /&gt;
* Discord chat sync experiences fewer interruptions&lt;br /&gt;
* Gem Missile has more extreme variation in damage&lt;br /&gt;
* slight reskin to Darkside&lt;br /&gt;
* fixed a bug that prevented lessviolent treasure chests from decaying&lt;br /&gt;
* fixed a bug where pageless mode broke the replay command&lt;br /&gt;
&lt;br /&gt;
For Mudlet-Protuna:&lt;br /&gt;
* new characters get a different prompt and also autosort&lt;br /&gt;
* it is no longer necessary to input your character name twice&lt;br /&gt;
* non-compact mode works&lt;br /&gt;
&lt;br /&gt;
For builders:&lt;br /&gt;
* gcall command for executing call progs on groups of targets&lt;br /&gt;
&lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
== Changes 9-21-20 ==&lt;br /&gt;
&lt;br /&gt;
* the &#039;delete&#039; command now requires your password to confirm deletion&lt;br /&gt;
* LOTS of tweaks and fixes to bedit&lt;br /&gt;
* new area flag &#039;no_housing&#039; disables housing in that area&lt;br /&gt;
* BUILDERS: please apply this to areas you don&#039;t want houses in!&lt;br /&gt;
* new area flag &#039;restricted_housing&#039;... does nothing yet&lt;br /&gt;
* MANY areas have had their security raised to 9... as a practical effect for players, this will make cleft rift both more spicy and more reliable&lt;br /&gt;
* brains once again decay properly&lt;br /&gt;
 &lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 9-4-20 ==&lt;br /&gt;
&lt;br /&gt;
* weapons will reveal their type even if unidentified when &#039;examine&#039;d&lt;br /&gt;
* fixed an issue where MUD output would be sent to the tertiary protuna window during character creation&lt;br /&gt;
* new spell for use in the ancient cave (not for players or normal mobs really)&lt;br /&gt;
* autosorted items are sorted by type alphabetically instead of basically random&lt;br /&gt;
* formatting for an autosorted inventory is a little prettier&lt;br /&gt;
* fixed bad output when failing to loot unique items from a container&lt;br /&gt;
* new &#039;BEdit&#039; olc mode added; access limited while in testing&lt;br /&gt;
* you can enter a room with an owner set, as long as it&#039;s not also flagged private&lt;br /&gt;
* but, you can no longer enter a room set to private unless you&#039;re on the owner list&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 8-30-20 ==&lt;br /&gt;
&lt;br /&gt;
* players get more base MV but gain less MV/level. Same final MV at lvl 100.&lt;br /&gt;
* added festival channel for communication during festivals&lt;br /&gt;
* XP is gained by both parties when a presence activates&lt;br /&gt;
* the message replay buffer persists even if you logout&lt;br /&gt;
* a wider range of actions appear in the message backlog&lt;br /&gt;
* various fixes to Mudlet-Protuna&lt;br /&gt;
* infowrite shows up in chathistory&lt;br /&gt;
* &#039;dance&#039; is a context-dependent synonym for &#039;cast&#039; or &#039;emote&#039; for dancers&lt;br /&gt;
* fixed a Discord desync issue&lt;br /&gt;
&lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 6-29-20 ==&lt;br /&gt;
&lt;br /&gt;
* a &#039;Project Tuna&#039; package has been written for Mudlet. Connect to CoD via Mudlet to get it automatically.&lt;br /&gt;
* presence command added, allowing custom scripts to be run when you&#039;re AFK or linkdead. &#039;Help presence&#039; for details. &#039;Talk&#039; to any players you meet!&lt;br /&gt;
* autoreplay mode added: toggle it to replay tells on return from AFK&lt;br /&gt;
* notification of missed tells is shown on return from linkdead, not just afk&lt;br /&gt;
* players of &#039;salient&#039; users stay present in the world indefinitely&lt;br /&gt;
* every player on the wholist is now physically present in the Cleft&lt;br /&gt;
* linkdead players in combat will attempt to flee if recall fails&lt;br /&gt;
* lessviolence mode added: toggle it to alter gibs and corpses&lt;br /&gt;
* physical skills such as dirt kicking no longer trigger runic&lt;br /&gt;
* logging off while affectted by Zombify probably no longer crashes the game&lt;br /&gt;
* Gastro Acid no longer make Reploids infinitely hungry&lt;br /&gt;
* forced actions no longer break afk (e.g., forced saves before copyovers)&lt;br /&gt;
&lt;br /&gt;
For builders:&lt;br /&gt;
* &#039;discordutil salience&#039; to specify salient users&lt;br /&gt;
* mpedit reports when an edited mobprog affects an event item&lt;br /&gt;
* &#039;if enchant $o &amp;gt; 0&#039; ifcheck works&lt;br /&gt;
&lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 6-18-20 ==&lt;br /&gt;
&lt;br /&gt;
* Grapevine webclient now shows hp/mp/mv gauges&lt;br /&gt;
* auto-logout timer reduced from 7 days to 3 days&lt;br /&gt;
* fixed a bug where NPC groupmates in vehicles could cause crashes&lt;br /&gt;
* fixed a bug where logging off while mushroomized crashed the game&lt;br /&gt;
* fixed a bug where Discord usernames got affixed with strings of numbers&lt;br /&gt;
* fixed a bug where counterattacking area attacks could crash the game&lt;br /&gt;
* power surge now affects only only offensive and defensive spells&lt;br /&gt;
* the &amp;quot;you are here&amp;quot; map indicator no longer ignores brief mode&lt;br /&gt;
* new commands for desc editor: .sc, .la, &amp;amp; .lz. See .h for details&lt;br /&gt;
&lt;br /&gt;
For builders:&lt;br /&gt;
* rooms and furniture with 0% regeneration entirely prevent regeneration&lt;br /&gt;
* infowrite shows up in chathistory&lt;br /&gt;
* added festival channel&lt;br /&gt;
&lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= 2019 Change Notes=&lt;br /&gt;
&lt;br /&gt;
== Changes 12-29-19 ==&lt;br /&gt;
&lt;br /&gt;
* Discord usernames containing spaces translate to correct CoD playernames&lt;br /&gt;
* nochan and quiet affect yell and shout&lt;br /&gt;
* auto-quit timeout length is prorated by character level&lt;br /&gt;
* fixed a bug where multiple effects elapsing all at once caused weird output&lt;br /&gt;
* music channels are now synchronized between CoD and Discord&lt;br /&gt;
* nofollow now requires confirmation&lt;br /&gt;
* nofollow no longer stops ungrouped NPCs from following you&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 12-18-19 ==&lt;br /&gt;
&lt;br /&gt;
* New Areas:&lt;br /&gt;
* Gringey City, 16-20 is now linked and available. It is technically the first link to Shadmire&#039;s mainland. Hooray! You&#039;ll need to find a boat there. Look for passage from some of the islands near to it. (check the atlas!)&lt;br /&gt;
* Milky Well, 16-20 is now linked and available. It should be pretty straight forward to find once you find Gringey City.&lt;br /&gt;
* we know the links to these areas outlevel the intended area range for the areas. Shadmire is highly a work in progress, please bear with us :)!&lt;br /&gt;
 &lt;br /&gt;
* Area changes:&lt;br /&gt;
* Pinata Grove: Drop rates for gems has increased (exchange rates are the same).&lt;br /&gt;
* There is now a more interesting reward available for turn in after completing all three reward tiers in the Pinata and Friends Reward Program, including a small change to the original rewards tiers.&lt;br /&gt;
* Goreomemu Swamp: The Bog Witch&#039;s rotting lair of frustrating maze-death has seena significant overhaul, including but not limited to, increased amounts of and more interesting item drops, wealthier mobs, more experience gains, more fantastic attractions and quests, more interactive NPCs, more locations to find, more environmental consistency, and more straightforward hints about how to handle the wasteland. &lt;br /&gt;
* The area was also increased in level range entirely from 61-70 to 71-75, and all mobs and bosses were made MUCH more difficult to balance out all these pleasant-sounding additions. Bring plenty of potions and come on by!&lt;br /&gt;
&lt;br /&gt;
* World:&lt;br /&gt;
* Pinata Grove is no longer accessible via Oreyndur Forest. Its location has been moved more appropriately to Shadmire.&lt;br /&gt;
 &lt;br /&gt;
* Item changes:&lt;br /&gt;
* Piece of Heart, Piece of Mind, and (new!) Piece of Velocity items are all automated and limited to four exchanges per type, per life (16 pieces of each). Some older pieces may not work correctly. Please ask for an Immortal&#039;s assistance if this comes up. If you&#039;ve already made exchanges this life and intend to cap out, please let an Immortal know so we can properly qflag you. (I already wrote a note about this, it&#039;s just a recap, thanks.)&lt;br /&gt;
&lt;br /&gt;
* !!! Weapons en masse have been tweaked.&lt;br /&gt;
* Weapons will now more be more predictable in whether or not they will be good and more consistent in their damage based on their level. Shop weapons in regular towns are all more or less slightly worse than similarly leveled weapons  from quests or drops. Weapons increase in their overall average damage as levels increase in a more reliable fashion. Some weapons that were meant to be terrible are still terrible.&lt;br /&gt;
 &lt;br /&gt;
* A very large amount of weapons have been added to the game in low level ranges. There are plans to continue to add weapons where there are gaps in all level ranges but it takes awhile so I&#039;m taking a small break.&lt;br /&gt;
 &lt;br /&gt;
* Not proficient in short slashing? There are now (LEGENDARY) level 1 weapons for each weapon class! The mobs that are capable of dropping them have broadened. The drop rate was slightly increased to accommodate the fact that  there is now a roulette of weapon types to roll through before you&#039;re able to get one you can actually use.&lt;br /&gt;
 &lt;br /&gt;
* All weapons are candidates for having been altered. This includes increases or reductions in their damdice as well as alterations of stats. Many weapons in the level 30-40ish range were buffed significantly, this was one of the largest problem areas. Of particular note, the Truce Army Knife was very substantially buffed.&lt;br /&gt;
&lt;br /&gt;
* Some weapon shop changes have occurred:&lt;br /&gt;
*  - Alfador Isle weapons were increased from level 30 to 35 and buffed accordingly&lt;br /&gt;
*  - Tonoe weapons are now the &#039;level 30&#039; weapons and were buffed because they were far too weak, even for shop weapons(this is reflected on the wiki so feel free to continue to send newbies over there for this information)&lt;br /&gt;
 &lt;br /&gt;
Note enchanted weapons would not have rolled over to the new stats. If you have very hard or impossible to get enchanted weapons that haven&#039;t updated, it would not be unreasonable to ask for me (cooper) to help you out. &lt;br /&gt;
However, please restrict it to your items that can no longer be obtained, are highly altered, or are restrung or otherwise not as simple to replace as finding and enchanting a new one. &lt;br /&gt;
I understand it is inconvenient to feel like you need to replace your weapons because now their damage is (MIGHT BE) higher, but I don&#039;t think I have the patience to help set 30 people&#039;s 30 different weapons each.&lt;br /&gt;
&lt;br /&gt;
- Cooper&lt;br /&gt;
&lt;br /&gt;
== Changes 12-2-19 ==&lt;br /&gt;
&lt;br /&gt;
* the wholist on cleftofdimensions.net works over HTTPS&lt;br /&gt;
* &#039;exits&#039; no longer reveals room titles for certain mazelike rooms&lt;br /&gt;
* when max HP/MP/MV mods wear off, current stats immediately adjust&lt;br /&gt;
* fixed a bug where pets could sometimes go into trance&lt;br /&gt;
* Lava Wave&#039;s smolder DoT is applied correctly&lt;br /&gt;
* on Discord, certain important messages are augmented with chickens&lt;br /&gt;
&lt;br /&gt;
For builders:&lt;br /&gt;
* questquery is able to show more output&lt;br /&gt;
* &#039;mob skill&#039; no longer works with passive skills&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 11-29-19 ==&lt;br /&gt;
&lt;br /&gt;
* typing &#039;areas&#039; below level 6 shouldn&#039;t show you ALL the areas (unless you want it to, then do &#039;areas all&#039;)&lt;br /&gt;
* translated a few more OLC error messages still in spanish&lt;br /&gt;
* Earthquake now actually increases base damage when charged, and it has the cooldown it was always meant to have&lt;br /&gt;
* Belfry pets are now act2 carrynone and can carry no objects at all&lt;br /&gt;
* bugfix: Darkmatter won&#039;t cause bleeding if the caster has no blood (was: if the TARGET didn&#039;t have blood????)&lt;br /&gt;
* a few spells of other classes can now be used to set up or complete a combospell: &lt;br /&gt;
  Ray/Ray of Truth (moon), Bramble (wood), Earthquake&lt;br /&gt;
  (earth), Firebreath (fire), Tsunami (water), Blam Gush (wind),&lt;br /&gt;
  Dins Fire (fire), Solarbeam (moon), Tornado (wind), Laser Beam&lt;br /&gt;
  (moon), Darkmatter (moon), Ink Blast (moon), Pearl (moon), Orb&lt;br /&gt;
  User (fire or wind), and Jutsu (any), &lt;br /&gt;
* Some other spells would make sense to be comboable but will be harder to do... stand by&lt;br /&gt;
* Retargeting Mobs affected by Sleep should no longer scream and attack&lt;br /&gt;
* Bloodsucking mobs will not change your alignment anymore&lt;br /&gt;
* moon-innate Jutsu now deals Light damage, not Energy&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* $a and $B work as numerical arguments for even more ifchecks&lt;br /&gt;
* $a, $B, $i, $n, $q, and $z work as STRING arguments for some checks&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Area Changes 11-13-2019 ==&lt;br /&gt;
&lt;br /&gt;
Areas:&lt;br /&gt;
* Orbs of Escher - this area is available. The descs were written by AI and it was CoD&#039;s submission to NaMuBuMo. Enjoy!&lt;br /&gt;
 &lt;br /&gt;
Changes:&lt;br /&gt;
* It is now no longer possible for your favorite randomly appearing mobs to be found inside player houses, the atlas, the Hikari no Matsuri festival, and most inaccessible places. This includes existing ones and any future ones for all events and purposes.&lt;br /&gt;
* The undead/zombie/vampire status of mobs has been tinkered with. Any previously damageable-by-healing mobs that lack the &amp;quot;zombie&amp;quot; tag are HIGHLY LIKELY still damage-with-healing-able so don&#039;t worry, it is all an aesthetic change. HOWEVER many not-previously-zombies will become damage-with-healing-able if they appear undead (skeletons, ghosts). additionally, vampires should typically not be damage-with-healing-able.&lt;br /&gt;
* Probably other stuff has happened I don&#039;t remember&lt;br /&gt;
 &lt;br /&gt;
love, cooper&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 11-10-2019 ==&lt;br /&gt;
&lt;br /&gt;
* new skill: rebuke - applies Fear to an undead enemy with a high chance may also apply confuse or burn at high skill levels&lt;br /&gt;
* Priests get rebuke at level 15&lt;br /&gt;
* new toggle command &#039;niceguy&#039; -- while niceguy mode is on, mobs affected by Fear will not attempt to run away from you (off by default)&lt;br /&gt;
* new spell Belfry - summons a flock of doves, flock of pigeons, or cloud of bats, based on the caster&#039;s alignment. the conjured flock can dodge, block, and even phalanx, but has mediocre hit points&lt;br /&gt;
* Priests get Belfry at level 17&lt;br /&gt;
* new spell Miracle Saber - applies Holy or Unholy to a weapon based on caster&#039;s alignment&lt;br /&gt;
  ** i realized after the fact that this is just a better Crusader Saber so stand by for this to get changed lmfao&lt;br /&gt;
* Priests get Miracle Saber at level 20&lt;br /&gt;
* new skill anoint - use liquid in a container to apply a Saves and Magroll buff to a target. using certain alignment-dependend liquids quintruples the duration of the buff&lt;br /&gt;
* priests get anoint at level 23&lt;br /&gt;
* Sacrificing in Consecrated rooms is massively simplified&lt;br /&gt;
* Mend and Vitalize restore 33% more HP to other characters if they have similar alignments&lt;br /&gt;
* Priests (and only priests) can choose their alignment at creation now (blank line bug fixed next copyover - just hit enter an extra time)&lt;br /&gt;
 &lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 11-9-2019 ==&lt;br /&gt;
&lt;br /&gt;
* %a prompt option gives numerical alignment below level 10, not just good/neutral/evil&lt;br /&gt;
* new prompt option %E to spam yourself with your affects list&lt;br /&gt;
* priests get Attack Up at level 2&lt;br /&gt;
* priests get Smite at level 3&lt;br /&gt;
** Smite&#039;s damage adjusted significantly: ranges from 37.5 to 187.5% of a first-tier spell depending on caster HP (+/-50%, inverse correlation) and enemy HP (+/-25%, normal correlation)&lt;br /&gt;
* priests get Bless at level 4&lt;br /&gt;
* mana cost increased to 10&lt;br /&gt;
* priests get Purify at level 5&lt;br /&gt;
* Purify mana cost dropped to 10, lag decreased to 6&lt;br /&gt;
* priests get Curse at level 6&lt;br /&gt;
* Curse no longer worsens skills - AFF_CURSE *flag* still worsens skills.. but is no longer applied by this spell&lt;br /&gt;
* Curse armor penalty now scales with level  (30 + level/3)&lt;br /&gt;
* priests get Barrier at level 7&lt;br /&gt;
* Barrier&#039;s duration enhanced dramatically, mana cost increased a LOT&lt;br /&gt;
* priests get Heal Blind at level 9&lt;br /&gt;
* Heal Blind mana cost dropped to 10, lag decreased to 6&lt;br /&gt;
* priests get Ray at level 10&lt;br /&gt;
* Attack Up, Curse, and Barrier can be charged to improve their duration. Bless can be charged to improve its duration AND its ability to uncurse equipment. Heal Blind and Purify can be charged to improve their chance to dispel the negative affect. Smite and Ray can be charged to improve their damage by 50%.&lt;br /&gt;
* ALL form: undead mobs are vulnerable to healing spells, even if they don&#039;t have a (Zombie) tag. For reasons of lore and balance, vampires do not count as undead&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* mobs csv dump includes aff, shield, and form data&lt;br /&gt;
* Please update your vampire NPCs to not have the Undead form flag&lt;br /&gt;
&lt;br /&gt;
Priest from levels 11-30 is wonky at the moment. Pardon our dust!&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 10-31-2019 ==&lt;br /&gt;
&lt;br /&gt;
* esuna now works on dirt kick, miasma, and dazzle&lt;br /&gt;
* the smash skill now ignores the defend status :0&lt;br /&gt;
* blind, dazzle, and dirt kick improved to -25 hitroll (abt 50% to hit)&lt;br /&gt;
* ration now grants a net improvement to foods&#039; spell levels, with high skill% in ration (i.e. @ 100%, lv100 -&amp;gt; 83 + 83!!!)&lt;br /&gt;
* lunge lag improved to 24&lt;br /&gt;
* counterspell should no longer attempt to fire at invalid targets&lt;br /&gt;
* comet punch damage improved 25%&lt;br /&gt;
* geomancers now get Overgrowth and Bramble at level 1&lt;br /&gt;
* instead, they don&#039;t get Banana Bomb until level 4&lt;br /&gt;
* earthy/Stone Saber&#039;d weapons do 33% more extra damage than the other elemental sabers, to compensate for the lack of a status affect&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* mob goto, at, transfer, gtransfer, and otransfer will now work on object targets if the object is in an inventory or container&lt;br /&gt;
* area flag &#039;norandoport&#039; which prevents &#039;random&#039; or &#039;buggy&#039; portals from sending mobs or players to the entire area&lt;br /&gt;
&lt;br /&gt;
Opaaaaaaaaaaa&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 10-27-2019 ==&lt;br /&gt;
&lt;br /&gt;
* syphon should no longer &amp;quot;drain&amp;quot; &amp;quot;negative&amp;quot; amounts&lt;br /&gt;
* blue magic + bloodsuck should no longer mess up killcount&lt;br /&gt;
* fixed a crash bug with the $h variable&lt;br /&gt;
* lag on cultivate skill reduced to 16&lt;br /&gt;
* fixed typo when extension is cast on others but fails&lt;br /&gt;
* phalanx-blocked hits will set up the blocker for retort (and hylian fencing specials), instead of the person being protected&lt;br /&gt;
* vigilance should actually work now - it&#039;s done the opposite of what its supposed to, the entire time?...oops&lt;br /&gt;
* retort should skill up much easier now&lt;br /&gt;
* renewed the domain registration for cleftofdimensions.net sorry i let that lapse, it was supposed to be on autopay but my credit card expired since the last charge lmfao&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 10-5-2019 ==&lt;br /&gt;
&lt;br /&gt;
* fixed a bug involving showing a world map to a char not actually in a room&lt;br /&gt;
* boogie fever will no longer spread certain affects that have a &#039;secondary type&#039;, like counterspell or blue magic&lt;br /&gt;
* Glowing items are now visible on the floor of dark rooms&lt;br /&gt;
* vehicles with headlight capability are always visible, both in rooms and in inventories&lt;br /&gt;
* anti-wizard items are correctly forbidden to 4th gen wizards&lt;br /&gt;
* %G prompt option shows group information as numbers (like &#039;group&#039;)&lt;br /&gt;
* %1 prompt option like %G but shows enemy info also (like &#039;group2&#039;)&lt;br /&gt;
* auxillaryalt mode shows enemy data (like %1 or group2)&lt;br /&gt;
** neither of the ones that show enemy data, will show MP, if you haven&#039;t got detect magic (like normal tuna mode)&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* Cleaned up a couple OLC error messages&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 9-14-2019 ==&lt;br /&gt;
&lt;br /&gt;
* players automatically go AFK when idle instead of going to the void&lt;br /&gt;
* players who have been AFK for more than a week are disconnected&lt;br /&gt;
* players who have not logged in for more than a week are delisted from the wholist, even if they&#039;re active on Discord&lt;br /&gt;
* when a player logs on or reconnects, that player&#039;s alts disconnect&lt;br /&gt;
* pose command added for long-term emoting&lt;br /&gt;
* &#039;look self&#039; shows your pose, if applicable&lt;br /&gt;
* area list sorted (thanks Ademisk)&lt;br /&gt;
* when abbreviating commands, most communication commands (e.g., reply) outprioritze info commands (e.g., resist) &amp;amp; config commands (e.g., remove)&lt;br /&gt;
* trance duration no longer easily stacked, but base duration slightly longer&lt;br /&gt;
&lt;br /&gt;
For builders:&lt;br /&gt;
* &#039;discordutil cleanup&#039; to unlink invalid (e.g., deleted) players from users&lt;br /&gt;
* AFK shows up on mstat&lt;br /&gt;
* we&#039;re finally subject to the same afk/idle rules as everybody else!&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 9-7-2019 ==&lt;br /&gt;
&lt;br /&gt;
* wholist incorporates linkdead and Discord-based players&lt;br /&gt;
* wholist formatting changes (races colored by innate not sex, idle indicator)&lt;br /&gt;
* in CoD chat, Discord users have their names synced with their CoD playernames&lt;br /&gt;
* Jinx interacts with Esuna and outputs appropriately when it wears off&lt;br /&gt;
* power surge now only affects offensive or defensive spells, but not spells that are neither (looking at you, Cleft Rift and etc).&lt;br /&gt;
* Tier 4 wizard spells interact correctly with runic, Sabotage, and magroll&lt;br /&gt;
* burn&#039;s attack down brought in-line with the Attack Down spell&lt;br /&gt;
* fixed leaking color from Osmosis&lt;br /&gt;
* fixed leaking absence of color from disarm&lt;br /&gt;
* pbust can no longer be used by NPCs&lt;br /&gt;
* the prompt argument %t, which showed your pet&#039;s race, has been removed&lt;br /&gt;
&lt;br /&gt;
For builders:&lt;br /&gt;
* discordutil command to manage Discord integration&lt;br /&gt;
* {@ and {# have been discontinued (use {$ if you require flashing colors)&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 8-22-2019 ==&lt;br /&gt;
&lt;br /&gt;
* fixed a bug involving update_always mobs with ai_retargeting getting extra combat rounds when bashed/tripped&lt;br /&gt;
* you can&#039;t Sneak past the wind stone&#039;s barrier anymore&lt;br /&gt;
* updated elemental colors in &#039;score&#039; to match new wiz spells&lt;br /&gt;
* added color codes to damage in: earthquake, magic missile, halo, solarbeam, tsunami, bramble, dins fire, quezacotl&#039;s wrath, fumes, tornado, darkmatter, pearl, ink blast, cadenza, fulgor burst, laser beam, blam gush, surf, firebreath, and also anything that goes through damage_next()!!!! as these skills/spells are in fact also polarity-reversible.&lt;br /&gt;
  * I couldn&#039;t do star rain yet as spako_msg does not get the spell&#039;s actual damtype, just the skill# and dam amount&lt;br /&gt;
* hp drain uses {rdark red now, mp drain uses {bdark blue&lt;br /&gt;
* quartz guard deals earth damage now, not slash&lt;br /&gt;
* thorn aegis deals wood damage, not piercing anymore&lt;br /&gt;
  * hailstone barrier already dealt cold and not bash lmao&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* at your convenience, please update $a damage colors in your areas to comply with the updated &#039;help damage colors&#039;.  or, if you switch these progs to use damechos instead, you won&#039;t have to worry if the colors change, as &#039;mob damecho&#039; has been forcibly made compliant on the back end!!! :)&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 8-21-2019 ==&lt;br /&gt;
&lt;br /&gt;
* the wizard class has been superseded. New characters choosing wizard will create 4th-generation wizards instead of 3rd-generation wizards and will be able to evolve into Archmages or Elementalists. Check helpfiles for details.&lt;br /&gt;
* Existing wizards should be minimally affected by this change.&lt;br /&gt;
* Jumi cores have been reverted to occupy the neck slot. This change is retroactive to existing Jumis.&lt;br /&gt;
* the Jumi core now provides a full heal, esuna, and increases max HP by 33%&lt;br /&gt;
* %d option added for prompts to report most recent direction moved&lt;br /&gt;
 &lt;br /&gt;
For builders&lt;br /&gt;
* the &#039;class&#039; ifcheck now accepts partial matches. Importantly: &#039;if class $n wizard&#039; matches all of Wizard, S_Wizard, and N_Wizard.&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 8-18-2019 ==&lt;br /&gt;
&lt;br /&gt;
* undid that %G change, it&#039;s back now if you want it&lt;br /&gt;
* fixed a typo in piledriver&lt;br /&gt;
* &#039;scan&#039; has less misleading echo when scanning into closed doors&lt;br /&gt;
* pass door now works on hidden closed doors now&lt;br /&gt;
&lt;br /&gt;
SKILL IMPROVEMENTS:&lt;br /&gt;
* Shadow Step does the same damage u took and heals on hit now&lt;br /&gt;
* Restore Movement can be cast in combat now&lt;br /&gt;
* Jumi Aikido&#039;s super is actually usable while defending (aka sitting) now&lt;br /&gt;
* Repent only drains MOST (down to 80%) of your mv now, dependent on skill%&lt;br /&gt;
* Rabite Rainstorm&#039;s lag reduced 50%&lt;br /&gt;
* when Entangle trips, it reliably does 3 pulses of Daze now instead of 1-4&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 8-15-2019 ==&lt;br /&gt;
&lt;br /&gt;
* unholy weapons deal evil damage now, not dark&lt;br /&gt;
* the log no longer throws errors when players with items in their locker quit the game... maybe?&lt;br /&gt;
* the bug report about &#039;prev&#039; obj missing is back though! because i need to track down what causes/caused this&lt;br /&gt;
* more blue magic useless skills&lt;br /&gt;
* Deliver can no longer send unique items to someone if they already have one in their locker!&lt;br /&gt;
* ai_retargeting mobs now correctly aim at act2_priority mobs, not act_passive ones&lt;br /&gt;
* Saiyans become &#039;large&#039; size when transformed into an oozaru!&lt;br /&gt;
* bankers should no longer keep your exchanged money if you&#039;re over your weight limit somehow&lt;br /&gt;
* %G in prompts will no longer spam the crap out of old chars who still have it&lt;br /&gt;
* the &#039;auxillaryalt&#039; option, on by default, can be turned off to see hp numbers etc in the protuna tertiary display&lt;br /&gt;
  * if you were actually using the old style [*****] bars...  let me know please... you madman!&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* new &#039;size&#039; affect modifier... having a size less than 0 (tiny) or over 5 (giant) may have undefined behavior right now, so please be careful with this&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 8-12-2019 ==&lt;br /&gt;
&lt;br /&gt;
* glitz pit modified to use less cpu when players are in the area&lt;br /&gt;
* fixed small memory leak involving pc corpses&lt;br /&gt;
* fixed small memory leak involving pet corpses&lt;br /&gt;
* Bash and Trip no longer knock down targets that are immune to bashing damage&lt;br /&gt;
* fixed a bug involving non-swimming mobs attempting (and failing) to enter sector noswim rooms -- now they just dont try&lt;br /&gt;
* &#039;buy&#039; with no argument redirects to &#039;list&lt;br /&gt;
* added missing drops to hu lao gate mobs&lt;br /&gt;
* Gastro Acid strips inhale and bloodsuck effects... oops! lol!!&lt;br /&gt;
* &#039;order&#039; now passes any applicable lag to the mob&#039;s commander, but this also means that many &#039;order&#039; applications are now faster for the commander!&lt;br /&gt;
* &#039;order all&#039; will accumulate lag harmonically for each mob that gets ordered ex: ordering 5 mobs to &#039;zap&#039; a wand will now give you 12/1 + 12/2 + 12/3 + 12/4 + 12/5 = 27 beats of lag&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
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&lt;br /&gt;
== Changes 8-10-2019 ==&lt;br /&gt;
&lt;br /&gt;
* Attack Down tells you when it failed to be cast on you&lt;br /&gt;
* area attacking mobs will area-attack every round as expected&lt;br /&gt;
* fixed a memory leak involving room and area affects!!!&lt;br /&gt;
* Flying Men disappear outside magicant again&lt;br /&gt;
* visdeath madra ice field mobs no longer cast frost veil constantly, its just permanent room affects now&lt;br /&gt;
* More CPU usage streamlining&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* &#039;dump&#039; command shows memory data to you, and dumps the obj and mob files in a much more accessible location, as  almost-correct html (104+ imm ability)&lt;br /&gt;
* &#039;mem&#039; command reports accurate number of actual affects (previously was just number of obj template affects!!) also might report accurate number of alloacated strings..?&lt;br /&gt;
* relatedly, memcheck accurately reports string creation now&lt;br /&gt;
* mobexists vnum, mobexists #.vnum, objexists vnum, and objexists #.vnum are now LIGHTNING fast to execute&lt;br /&gt;
* I have accordingly replaced most examples of mobexists (name) and objexists (name)! The remainders will be changed soon (?)&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 8-8-2019==&lt;br /&gt;
* Gastro Acid in the inhale/blue magic list has been switched out for Acid Rain&lt;br /&gt;
* the Bleed spell, Darkmatter, and the grizzly style super will no longer cause bleeding on characters without blood&lt;br /&gt;
* new skill &#039;retort&#039; for knights at level 10 -- see helpfile&lt;br /&gt;
* riposte doesn&#039;t apply skill% penalty twice anymore and should do more damage now if you have it at less than 100%&lt;br /&gt;
* all characters can now rescue and fallback as if they had both skills at 60%. knights and summoners will benefit from having the actual skills by performing rescues/fallbacks *reliably*.&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* IMPORTANT!!! good work yall, keep it up&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 8-7-2019 ==&lt;br /&gt;
More CPU usage slimming...&lt;br /&gt;
&lt;br /&gt;
* get_obj_world() doesn&#039;t do pointless extra work&lt;br /&gt;
* new funcs get_obj_world_faster() and get_char_world_faster()&lt;br /&gt;
* new find_location_faster() calls the above&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* in an effort to curb CPU usage, the mob commands transfer, spawn, goto, and at, and the ifchecks mobexists and objexists, now require exact keywords!! -- police your areas if you&#039;re worried&lt;br /&gt;
* act flag AGGRESSIVE works now - should target a random PC, not more than 5 levels higher than the mob, chosen from an entire group entering the room at once - may be funky with portals&lt;br /&gt;
* objexists works with #.vnum syntax though!!!&lt;br /&gt;
* mobexists works with #.vnum syntax now too!!!!&lt;br /&gt;
&lt;br /&gt;
I&#039;m, of course, building stuff to but that&#039;s too banal to note here&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 8-6-2019 ==&lt;br /&gt;
* Lasacul has a bar now (thanks abaril)&lt;br /&gt;
* Threshold for drunk speech lowered, because that&#039;s fun&lt;br /&gt;
* Level 108 immortals will show up in &#039;who&#039; again (nobody uses this level, you havent been missing anyone)&lt;br /&gt;
* Trimmed memory a little and cpu usage a lot&lt;br /&gt;
* Masochism Tango no longer applies pass door&lt;br /&gt;
* Dying should no longer strip affect flags applied by equipment&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* new variable $d, for random mob grouped with a player (charmie)&lt;br /&gt;
* new variable $D, for random player-attackable mob or PKable player&lt;br /&gt;
 * use this one for pets or offensive event items&lt;br /&gt;
* new variable $h, for random player or charmie! like $r but broader&lt;br /&gt;
* removed unused (but settable??) &#039;gravity&#039; from areas&lt;br /&gt;
* REMINDER: avoid using ordinal words like &#039;first&#039;, &#039;third&#039;, or the word &#039;other&#039; in obj names, as this fouls targeting.&lt;br /&gt;
  * OLC will try to warn you if you do this&lt;br /&gt;
* ANOTHER REMINDER: avoid using a name with the &#039;mobexists&#039; ifcheck, as it is very CPU-intensive. vnums are strongly preferred, especially in frequently-called progs like fight or random!!!&lt;br /&gt;
  * wiznet&#039;s memcheck now pings when this happens&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 8-4-2019 ==&lt;br /&gt;
* Laser Beam now costs 48mp to cast&lt;br /&gt;
* For safety, Inhale no longer works on mobiles immune to Summon&lt;br /&gt;
* OK, the %e prompt thing should actually be fixed now...&lt;br /&gt;
* %e in a prompt will show closed doors now too (ugly tho)&lt;br /&gt;
* Weightless and uncounted items can be picked up, received, bought, and retrieved from lockers even at max capacity&lt;br /&gt;
* Lasacul now has a local map&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* the &#039;stat&#039; command reveals secondary types of affects when applicable&lt;br /&gt;
* FYSA: uncounted items are treated as 0 weight for most purposes. this has been the case since 2011ish, so i won&#039;t change it now, just please be aware...&lt;br /&gt;
* as requested, area exflag COLD_WEATHER, changes weather messagest&lt;br /&gt;
* after mob award exp scaled, $a can be used to echo actual xp awarded&lt;br /&gt;
* added race and damtype to the mobs csv dump&lt;br /&gt;
* added applies to the objs csv dump&lt;br /&gt;
 &lt;br /&gt;
-Bea&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
== Changes 8-3-19 ==&lt;br /&gt;
* the &#039;group&#039; command will not get intercepted by the tertiary window in project tuna anymore, so you can see your charmies&#039; exact hp and such&lt;br /&gt;
* Consecrate (any align) will prevent Haunt from manifesting lil&#039; boos&lt;br /&gt;
* Aurora, Darkmatter, and Pearl will respect always_night and always_day &lt;br /&gt;
* Warriors no longer get Defend if they don&#039;t evolve&lt;br /&gt;
* Priests get Consecrate at level 28 instead of 30&lt;br /&gt;
* Summoners get Gather at level 29 instead of 30&lt;br /&gt;
* Summoners don&#039;t get Summon, Deliver, Cleft Rift, or Guardian Force if they don&#039;t evolve&lt;br /&gt;
* Dancers won&#039;t get Read Magic, Esuna, or Dispel unless they evolve&lt;br /&gt;
* Blind mobs will not &amp;quot;scream and attacks!&amp;quot; (assist/re-engage AI) unless flagged omnisight. blind mobs should aggro less often otherwise too&lt;br /&gt;
* Heat Metal, Death Pact, Death Coil, Intimidate, Inflame, Detect Alignment, Transfusion, Abundance, Smite, Nurse, Regen, Evil Eye, Jutsu&#039;s blind, and Skeleton Crew and Resurrect&#039;s HP bonus, respect the spell&#039;s actual cast level and not the caster&#039;s character level&lt;br /&gt;
* Event-using potions, pills, and scrolls, will no longer show fake info about their nonexistent spells&#039; level&lt;br /&gt;
* the %e prompt variable now says &#039;none&#039; in rooms with no visible exits, like it was always supposed to&lt;br /&gt;
* You should no longer get &amp;quot;wears on head&amp;quot; type messages if equipment didn&#039;t actually get worn!&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* &#039;mob damecho&#039; works again&lt;br /&gt;
* greet progs will not trigger for blind mobs unless omnisight! you could already &#039;sneak&#039; past these progs so this shouldnt break anything tbh&lt;br /&gt;
* scrolls can be &#039;event objs&#039; now&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
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&lt;br /&gt;
== Changes 7-29-19 ==&lt;br /&gt;
* damroll has been reduced on some items. Details available: https://drive.google.com/open?id=1F9cqb25-ZagLjzB0vIpyYCd1Mfj0Xj0Q4MU2YQPqZ4M&lt;br /&gt;
* tier 3 (AoE) wizard spells have had their lag doubled&lt;br /&gt;
* Snowy and Nebula cost the correct amount of mana&lt;br /&gt;
* combomagic spells apply cooldown properly&lt;br /&gt;
* combomagic spells can chain into additional combomagic spells&lt;br /&gt;
 &lt;br /&gt;
Behind the scenes:&lt;br /&gt;
* string allocation limit increased from 22 MB to 34 MB&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 7-25-19 ==&lt;br /&gt;
* ALL twohanded weapons have been improved by about 25%&lt;br /&gt;
* Tweaks to the Inhale skill&lt;br /&gt;
* Kirbys receive the Inhale skill at level 25&lt;br /&gt;
* Pumpkin reduces the victim&#039;s current HP too (but isnt lethal)&lt;br /&gt;
* Pumpkin no longer works on things otherwise immune to damage&lt;br /&gt;
&lt;br /&gt;
for builders: &lt;br /&gt;
* Farore&#039;s Wind spell, like Exit but can teleport between areas&lt;br /&gt;
 &lt;br /&gt;
-Bea&lt;br /&gt;
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&lt;br /&gt;
==Changes 7-23-19==&lt;br /&gt;
* the Confuse spell is no longer a synonym for Charm, but rather for Confusion (the one that makes u hit urself)&lt;br /&gt;
* Confusion not induced by Polka Polka has a protuna status tag&lt;br /&gt;
* scarecrows may no longer enter portals&lt;br /&gt;
* sneaking through a portal shows &amp;quot;you enter suchandsuch&amp;quot; again&lt;br /&gt;
* helpfiles exist for every spell you may find on an item now&lt;br /&gt;
* jumi cores no longer fill a neck slot, but use a new &#039;core&#039; slot&lt;br /&gt;
** jumi players: contact an immortal for help fixing yourself&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* new portal flag &amp;quot;send_vehicle&amp;quot;, which does what you expect&lt;br /&gt;
* portal flag normal_exit works again (only affects echoes)&lt;br /&gt;
* jumi NPCs can also wear jumi cores with a little effort: they must &#039;mob oload 24 0 w&#039; and then oset its short desc.&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
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==Changes 7-19-19==&lt;br /&gt;
* MORE tweaks to blue magic/vampire&lt;br /&gt;
* to reduce spam, blue magic affects won&#039;t show up in &#039;report affects&#039;&lt;br /&gt;
* As requested, curse will no longer affect nodestroy items&lt;br /&gt;
* Fixed a typo when none-innate Jutsu blinds the target&lt;br /&gt;
&lt;br /&gt;
For Builders:&lt;br /&gt;
* Exit and Exall triggers can take the &#039;all&#039; argument to check all 10 directions simultaneously.&lt;br /&gt;
* Hour triggers can take the &#039;all&#039; argument to execute every in-game hour, or about every minute. This may be useful for less CPU-intensive mobprogs.&lt;br /&gt;
* putting the &#039;norecharge&#039; flag on a light will make it unable to be recharged with the Phlogiston spell&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
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== Changes 7-18-19 ==&lt;br /&gt;
&lt;br /&gt;
* after combat, gained XP and gained money show up on the same line&lt;br /&gt;
* auto corpse sacrificing is hidden for new players. Unhide with &#039;silentsac&#039;&lt;br /&gt;
* runic, double, shell, and sabotage now work against multi-hit skills&lt;br /&gt;
* fixed a bug that could cause drunken groupmates to crash the game&lt;br /&gt;
* fixed a bug involving certain decayable objects never decaying&lt;br /&gt;
* when someone locks or unlocks a door, their name is capitalized correctly&lt;br /&gt;
* manashield buffed to take 150% damage instead of 200% damage&lt;br /&gt;
* manashield breaking now causes lag instead of HP damage&lt;br /&gt;
 &lt;br /&gt;
For builders:&lt;br /&gt;
* further Discord synchronization&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
== Changes 7-14-19 ==&lt;br /&gt;
&lt;br /&gt;
* extra attacks do somewhat more damage&lt;br /&gt;
* Attack Down removes 3-7 DR instead of 8-11 DR&lt;br /&gt;
* more comprehensive Discord chat synchronization&lt;br /&gt;
* the world is now round (as far as the atlas is concerned)&lt;br /&gt;
* maximum prompt length has been doubled&lt;br /&gt;
* fixed a bug where glitches sometimes appeared within ASCII art&lt;br /&gt;
 &lt;br /&gt;
Behind the scenes:&lt;br /&gt;
* rewrote code that awarded XP (this has no observable effects)&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 7-11-19 ==&lt;br /&gt;
&lt;br /&gt;
* damroll and magroll scaling starts at 40 DR instead of 20 DR&lt;br /&gt;
   If you want to visualize what this does, transfer functions are plotted&lt;br /&gt;
   at https://www.cleftofdimensions.net/hahaha_secret/damroll20190711.png&lt;br /&gt;
   (from top to bottom, funcs are pre-6/28/19, today, and 6/28/19-7/11/19)&lt;br /&gt;
* DR, once again, no longer applies to skills &lt;br /&gt;
* Attack Up provides 3-7 DR instead of 6-11 DR&lt;br /&gt;
* %C in prompt now shows room&#039;s sector type&lt;br /&gt;
* %j, %J, %k, %K in prompt now show pet&#039;s current/max mana/moves&lt;br /&gt;
* undoubled cooldown for AoE spells if and only if user is currently a wizard&lt;br /&gt;
   (i.e., cooldowns will still be doubled for revamped wizards, once available)&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
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&lt;br /&gt;
== Area Changes 7-8-19 ==&lt;br /&gt;
&lt;br /&gt;
-AREAS-&lt;br /&gt;
*Fossil Roo is now available.&lt;br /&gt;
*McNeil Woods has had enough tweaks that I put it under this category instead of merely tweaks - including a local map.&lt;br /&gt;
 &lt;br /&gt;
-WORLD-&lt;br /&gt;
*The Warp Zone! Travel easily to places you&#039;ve already been. Check &#039;news&#039; for more info!&lt;br /&gt;
*Expellian&#039;s LONG AWAITED move has been made and it is no longer connected via a Humbolt Island pipe.&lt;br /&gt;
*Sunsnug has sent out palico scouts, highly specialized palicos that are purrfect at exploring dangerous areas and avoiding dying! Three of them are exploring the Cleft, collecting information to return to the Prowler&#039;s Association.&lt;br /&gt;
*Zigolis Swamp has current location indicators (more or less) on its local map (when using ProjTuna)!&lt;br /&gt;
*There are more dumpsters around the Cleft in towns with a small chance at a pointless easter egg when you actually use them to put junk into.&lt;br /&gt;
 &lt;br /&gt;
-TWEAKS-&lt;br /&gt;
EXP&lt;br /&gt;
*Exp gain from mobs (in regards to which mobs are halfxp, standard, xpandahalf, doublexp, and triplexp) has been tweaked in several areas and will continue to be tweaked.&lt;br /&gt;
 ** Mist Cave trash mobs have had their exp lowered to standard.&lt;br /&gt;
 ** Bosses in expellian have had their exp increased (and give additional exp on first kill.)&lt;br /&gt;
 ** Jiufen Valley has seen exp increases.&lt;br /&gt;
 ** Certain, otherwordly parts of Kakariko Village have seen exp increases.&lt;br /&gt;
DIFFICULTY&lt;br /&gt;
 ** Some Safari Zone mobs had accidentally been left in a weakened state and have since been put on proper health and fitness regiments.&lt;br /&gt;
 ** The physical fitness hiring standards for ShinRa guards have been SLIGHTLY reduced.&lt;br /&gt;
 ** Malakian Monks and Rafalian Priestesses will no longer stand idly by while you murder their brethren (sometimes?).&lt;br /&gt;
   *** They are also both ever so slightly more dangerous in general.&lt;br /&gt;
 ** War Witches have been tweaked in a way that may cause them to be more or less dangerous, maybe.&lt;br /&gt;
REWARDS/QUESTS&lt;br /&gt;
 ** The Veldt has more to do and has been tweaked minorly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 7-7-19 ==&lt;br /&gt;
&lt;br /&gt;
* All evolved summoners get Guardian Force at level 55&lt;br /&gt;
* Warrior styles&#039; hit/dam changes apply AFTER equipment/affects&lt;br /&gt;
* New prompt variable %I for current day of the week&lt;br /&gt;
* You have to type &#039;nofollow&#039; competely to turn it on &lt;br /&gt;
* &amp;quot;players today&amp;quot; should reset every 24hrs(ish)&lt;br /&gt;
* continued tweaks to Vampire and blue magic&lt;br /&gt;
* trip does a minimum of 1 damage&lt;br /&gt;
* overpower does a minimum of 1 damage&lt;br /&gt;
* esuna and dispel no longer refer to your character in the third person if you cast them on yourself&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* Putting ^^ at the beginning of a &#039;quests&#039; list will make that quest invisible instead of dark while it&#039;s incomplete&lt;br /&gt;
* Helpfiles are created with the name &#039;temphelp&#039; by default now&lt;br /&gt;
* mob rset now accepts &#039;xpos&#039; and &#039;ypos&#039; commands&lt;br /&gt;
* mob mset no longer accepts &#039;wealth&#039; command&lt;br /&gt;
* mobs have innate that can be set in medit&lt;br /&gt;
** this will affect spells like conjure elemental, cadenza, jutsu, give bonuses to wizard spells, etc.&lt;br /&gt;
*** it will NOT automatically set any resists/vulns&lt;br /&gt;
*** the random_innate behavior will overwrite this on the mob&#039;s template AND set appropriate resist/vulns like it&#039;s always done&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
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&lt;br /&gt;
== Changes 7-5-19 ==&lt;br /&gt;
&lt;br /&gt;
* wily&#039;s lab has been revisited and the non-boss mobs are a bit harder&lt;br /&gt;
** there is also a wider selection of mobs now&lt;br /&gt;
* melt_drop items in a dropped container will melt appropriately&lt;br /&gt;
* melt_drop containers will no longer nuke everything in them when dropped&lt;br /&gt;
* the Guardian Force spell finds a target more reliably&lt;br /&gt;
* &#039;blue magic&#039; skill added for vampires -- currently a bit buggy&lt;br /&gt;
* Inflame will hurt people not in the same room as the caster&lt;br /&gt;
* mobs can no longer flee, mob flee, nor doppelganger through NO_MOB exits&lt;br /&gt;
* mobs can no longer be compelled through NO_MOB exits with gravity well,   maelstrom, or brainbuster&lt;br /&gt;
* mobs can no longer Blink through NO_MOB exits&lt;br /&gt;
* the &#039;evolve&#039; command uses witch/warlock and diva/impresario correctly&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS&lt;br /&gt;
* the &#039;damtype&#039; mobprog trigger should now accept &#039;all&#039;&lt;br /&gt;
* the &#039;draining&#039; damtype was erroneously still called &#039;disease&#039; in medit&lt;br /&gt;
* new mobprog variables $c and $C for the character $q is fighting&lt;br /&gt;
-Bea&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
== Changes 7-3-19 ==&lt;br /&gt;
&lt;br /&gt;
* Discord chat integration handles pictures and mentions better&lt;br /&gt;
* DoTs and delayed attacks only provoke aggression when victim sees player&lt;br /&gt;
* DoTs and delayed attacks don&#039;t inappropriately break invisibility&lt;br /&gt;
* Protuna tertiary panel draws a fork and spoon when you&#039;re hungry/thirsty&lt;br /&gt;
* minor cosmetic updates to Protuna tertiary panel time and weather display&lt;br /&gt;
* counterspell works differently&lt;br /&gt;
* doubled cooldown on Wizard AoE spells&lt;br /&gt;
* slightly weakened Tractor Beam&lt;br /&gt;
* manashield, goldshield, and roadblock skill% can increase, impact efficacy&lt;br /&gt;
* new spells and skills for revamped Wizards: &lt;br /&gt;
    Blink, Chrysalis, combomagic, and six combomagic-based spells: Flare Star,&lt;br /&gt;
    Catastrophe, Ancient Power, Black Wind, Grand Dream, and Southern Cross.&lt;br /&gt;
 &lt;br /&gt;
For builders:&lt;br /&gt;
* questquery command. Verifies in-use questflags per area&lt;br /&gt;
* Discord chat integration for staff stuff&lt;br /&gt;
 &lt;br /&gt;
Behind the scenes:&lt;br /&gt;
* fixed a bug pertaining to lava sectors&lt;br /&gt;
* reduced memory footprint for rooms&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 6-30-19 ==&lt;br /&gt;
&lt;br /&gt;
To: all&lt;br /&gt;
* fixed a weird bug involving lights when reconnecting&lt;br /&gt;
* &#039;screenreader&#039; is a handy built-in alias for &#039;brief&#039;&lt;br /&gt;
* that whole damroll thing that i&#039;m sure you&#039;ve heard about - still working out some remaining damroll kinks here and there&lt;br /&gt;
* fireball/lava wave&#039;s smoldering effect has a debuff indicator&lt;br /&gt;
* fireball/lava wave won&#039;t kill a player twice anymore&lt;br /&gt;
* sizeup no longer misgenders spivak and plural pronoun characters&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* &#039;eventitem&#039; works on potions, pills, AND food... please be careful&lt;br /&gt;
* new method to hide properly tagged asciiart from brief mode using players&lt;br /&gt;
* new method to hide alternate descriptions from NON-brief mode using players&lt;br /&gt;
* new method to strip color codes from a block of text&lt;br /&gt;
&lt;br /&gt;
FOR STAFF:&lt;br /&gt;
* new command &#039;pwreset&#039; to change a player&#039;s password (106+ ONLY)&lt;br /&gt;
* xp bonus spell added - please use very sparingly and fairly&lt;br /&gt;
* &#039;wizhelp&#039; is a lot less ugly, and sorted by level now&lt;br /&gt;
&lt;br /&gt;
I don&#039;t THINK i forgot anything in this note...&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 6-23-19 ==&lt;br /&gt;
&lt;br /&gt;
* Polka Polka, Dazzle, Heartache Rumba, Masochism Tango, Dispel, Esuna, Seance, Theatrics, Boogie Fever, and Sabotage can be charged to dramatically increase their chance of success.&lt;br /&gt;
* Finale can be charged to increase its damage by 1.5x&lt;br /&gt;
* Wandering Eye can be charged to increase its duration by 2x&lt;br /&gt;
* Rally Audience can be charged to double the HP of the audience&lt;br /&gt;
* shadow stalk can improve, but can fail&lt;br /&gt;
* Fixed Bug where Bless was improving chances of saving vs effects too much&lt;br /&gt;
* Added protuna tertiary window tag for bramble&#039;s debuff&lt;br /&gt;
* Max group size of 6 can no longer be circumvented&lt;br /&gt;
* Earthtap and Dancing Weapon should no longer reset weapons to default&lt;br /&gt;
* Fixed some missing color codes in &#039;report&#039;&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* $a can be used in any mobprog line, not just echos&lt;br /&gt;
* new weapon flag Mystic, makes weapon use magroll instead of damroll&lt;br /&gt;
* noecho now functions on portals&lt;br /&gt;
* &amp;quot;if khexists&amp;quot; and &amp;quot;if khcount&amp;quot; ifchecks work&lt;br /&gt;
* new mob race &amp;quot;zombie&amp;quot;&lt;br /&gt;
* new furniture flag &amp;quot;furn_light&amp;quot; -- makes the item cast light in the room&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 6-22-19 ==&lt;br /&gt;
&lt;br /&gt;
* &#039;Whowas&#039; will show information (level, hours, playtime) of online players&lt;br /&gt;
* behav_travelingpet works every pulse instead of every tick&lt;br /&gt;
* &#039;mob asset&#039; ascii art bug fixed in final weapon&#039;s exit pod?&lt;br /&gt;
* Create Booze tables shuffled in line with new liquids table&lt;br /&gt;
* &#039;steal item&#039; had bread replaced with booze in its loot table&lt;br /&gt;
* &#039;steal item&#039; will only give materia if the enemy had max MP &amp;gt; 0&lt;br /&gt;
* if affected with both Sleep and Influenza, could get weird messages&lt;br /&gt;
* &#039;report inv&#039; won&#039;t show a PC&#039;s inventory to their group leader&lt;br /&gt;
* Ageatii&#039;s Favour spell renamed to Alraune&#039;s Favour&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* TAR_OBJ_INV spells are listed in OLC now, plus other tweaks to &#039;? spell&#039;&lt;br /&gt;
* new wiznet option &#039;memcheck&#039; to show increases of strings and perms&lt;br /&gt;
  - be advised it will go off a lot for benign reasons&lt;br /&gt;
* &#039;mob mforce all&#039; is more efficient AND works as expected now&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 6-19-19 ==&lt;br /&gt;
&lt;br /&gt;
* Fixed a bug with wildfire &#039;following&#039; the caster&lt;br /&gt;
* New command &#039;PBUST&#039; - shows a one-off prompt with the specified parameters, &lt;br /&gt;
  &amp;quot;pbust Align: %a&amp;quot; will display the player&#039;s alignment. This is designed for &lt;br /&gt;
  use with aliases or macros to get information quicker than one can by &lt;br /&gt;
  reading an entire promptor using the &#039;score&#039; command. Currently does not &lt;br /&gt;
  work with Project Tuna. Uses the same switches as those used for a prompt,&lt;br /&gt;
  see HELP PROMPT&lt;br /&gt;
* Swindle and Powersurge can level up past 60% now.&lt;br /&gt;
* Selan and other mages&#039; &#039;clarity&#039; now costs just 25 silver per item to be IDd&lt;br /&gt;
* Parry will now use your offhand weapon if you haven&#039;t got a mainhand one&lt;br /&gt;
* Lobsterman Eskrima now applies its parry bonus correctly&lt;br /&gt;
* Drunkenness has been reworked and can do much more&lt;br /&gt;
  - including something actually good&lt;br /&gt;
* Scuppered now reduces the skill penalty from drunkenness&lt;br /&gt;
* Many liquids have had their values tweaked. To summarize&lt;br /&gt;
  - Nothing quenches quite like pure, clean water&lt;br /&gt;
  - Hard liquors generally no longer quench any thirst at all&lt;br /&gt;
  - Most liquids are not very satiating, except e.g. broth, milk&lt;br /&gt;
  - Salt water and blood are much nastier about worsening thirst&lt;br /&gt;
  - Alcoholic beverage proofs adjusted; it&#039;s much easier to get drunk&lt;br /&gt;
* Laying down framework for the upcoming (secret) subclass&#039;s (secret) ability&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Area Changes and Note 6-16-19 ==&lt;br /&gt;
&lt;br /&gt;
NEW AREAS:&lt;br /&gt;
 - Pinata Grove is available, visit at any level!&lt;br /&gt;
 - The town of Onrac and its Sunken Shrine are accessible to those who obtained an Aquamarine Scale during the Easter 2019 event.  For those who haven&#039;t, it will become available again in the future.&lt;br /&gt;
 &lt;br /&gt;
WORLD:&lt;br /&gt;
 - Battlefields are springing up around the Cleft.  Two are currently available, one in Truce Canyon and one in Alfador Isle.&lt;br /&gt;
 - Kupimo can be found as a roaming world mob, randomly appearing in any location. He is a Materia Merchant who sells both common and exclusive Materia to those who can find him.&lt;br /&gt;
 - The Feymarch has been relocated from its previous, temporary home to its new, probably-permanent home.&lt;br /&gt;
 - A hidden place has had a small expansion.&lt;br /&gt;
 - Several newbie areas outside of Truce have had small additions.&lt;br /&gt;
 &lt;br /&gt;
TWEAKS:&lt;br /&gt;
 - Some busted mobprogs were fixed in McNeil woods, and some new loot can be obtained both there and in the Veldt.&lt;br /&gt;
 - A couple mobs drop a few new things of low consenquence.&lt;br /&gt;
 - Sectors have been tinkered with all around the world and will continue to, most likely not affecting anyone except geomancers.&lt;br /&gt;
 &lt;br /&gt;
A full scale, colored version of the atlas as it appears in game has been uploaded onto our Wiki and is publicly available. Feel free to use it as you wish!&lt;br /&gt;
There is an &amp;quot;Atlas&amp;quot; page on the Wiki where the picture is featured. Anyone who feels like there could be more information on the &amp;quot;Atlas&amp;quot; page can feel free to contribute to it.&lt;br /&gt;
This is intentionally as accessible as possible as a resource for our players. Please note that not everything featured on Shadmire is built yet.&lt;br /&gt;
&lt;br /&gt;
Please note there may be various signs around the world pointing out new paths that are currently unavailable. These are not secret quest hints, but literally paths that are not yet ready for release.&lt;br /&gt;
Feel free to take note of their locations for easier finding of new features and areas in the future!&lt;br /&gt;
 &lt;br /&gt;
Finally, the staff intends to correct power creep that has been manifesting in various ways in the game.&lt;br /&gt;
Over the coming months, expect various changes that make the game easy to start, gradually become more difficult, and require some amount of determination to reach max level.&lt;br /&gt;
We want to reward questing and exploring. Our puzzles, detailed areas, interactivity, and quests will remain our focus.&lt;br /&gt;
 &lt;br /&gt;
LOVE, YOUR PAL COOPER&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 6-7/8/15-19 ==&lt;br /&gt;
&lt;br /&gt;
*Sealed Cave has been returned to a different location.&lt;br /&gt;
*The Faymarch has been relocated.&lt;br /&gt;
*Warp Whistles have been disabled for now.&lt;br /&gt;
&lt;br /&gt;
- Ageatii&lt;br /&gt;
&lt;br /&gt;
This note summarizes changes made since around February:&lt;br /&gt;
 + OOC chat is synchronized with our Discord server&lt;br /&gt;
 + elemental damage from weapons and many spells is now colored&lt;br /&gt;
 + new characters start with fewer practices but more default artifice skill&lt;br /&gt;
 + XP is no longer lost for players fleeing at level 10 or below&lt;br /&gt;
 + decreased memory footprint for objects&lt;br /&gt;
 + reformatted alignment of mnay Project Tuna affect tags&lt;br /&gt;
 + DoT effects should no longer start fights with targets not in the room&lt;br /&gt;
 + improved parsing for Scan when target obj shares keyword with bystander mob&lt;br /&gt;
 + LOUD WEAPONS WEREN&#039;T LOUD ENOUGH&lt;br /&gt;
 + various Wizard spells have been tweaked. Check helpfiles on:&lt;br /&gt;
    Fireball, Rhizome Lance, Air Blast, Gem Missile, Darkside, Ice Smash,&lt;br /&gt;
    Burst, Viro Plasm, Thunderstorm, Gyro Ball, Lucent Beam, &amp;amp; Bubble Beam&lt;br /&gt;
 + behind-the-scenes, new spells and skills for revamped Wizards: &lt;br /&gt;
    Maneater, Wind Blade, Void Ray, Absolute Zero, Nebula, Snowy,&lt;br /&gt;
    Reverse Polarity, feedback, &amp;amp; trance&lt;br /&gt;
 + many of wildcasting&#039;s effects are now different&lt;br /&gt;
 + karma works against Confusion, Osmosis, Burn, and Daze, among others&lt;br /&gt;
 + entangle no longer spuriously triggers mobprogs. entangle now inflicts daze&lt;br /&gt;
 + Tsunami won&#039;t push mobs into forbidden rooms, for reals&lt;br /&gt;
 &lt;br /&gt;
For builders:&lt;br /&gt;
 + new command &amp;quot;findtriggermismatch&amp;quot; to audit risky mprog combos (lvl 107 only)&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
 + fixed a bug where killing mobs &amp;gt;10 levels stronger would break the XP cap&lt;br /&gt;
 + shuffled damage colors for some wizard spells&lt;br /&gt;
 + changed how recoil is displayed for Darkside and Soulblade&lt;br /&gt;
 + changed aesthetics on Ink Blast, Megamagic, and Rainbow&lt;br /&gt;
 &lt;br /&gt;
For builders:&lt;br /&gt;
 + there are now 31 quest flags per area&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 3-1-2019 ==&lt;br /&gt;
&lt;br /&gt;
*New rset fields&lt;br /&gt;
&lt;br /&gt;
    mob rset flag &amp;lt;flag value&amp;gt;&lt;br /&gt;
      EG &amp;quot;mob rset flag no_recall&amp;quot; toggles no_recall&lt;br /&gt;
    mob rset &amp;lt;room affect&amp;gt; &amp;lt;duration&amp;gt;&lt;br /&gt;
      EG &amp;quot;mob rset sandstorm -1&amp;quot; sets sandstorm permanently&lt;br /&gt;
      NOTE:Room affects are being implemented one at a time, so far there&#039;s:&lt;br /&gt;
      sandstorm&lt;br /&gt;
      blizzard&lt;br /&gt;
      frostveil&lt;br /&gt;
      darkness&lt;br /&gt;
      flash&lt;br /&gt;
      firetrap&lt;br /&gt;
&lt;br /&gt;
*New mob commands &amp;quot;oclone&amp;quot; and &amp;quot;mclone&amp;quot;&lt;br /&gt;
   mob mclone &amp;lt;target to clone&amp;gt;&lt;br /&gt;
      Works exactly as the imm command&lt;br /&gt;
   mob oclone &amp;lt;object to clone&amp;gt; &amp;lt;target location&amp;gt;&lt;br /&gt;
      Works exactly like the imm command except it can load into the room or inventory&lt;br /&gt;
      EG &amp;quot;mob oclone apple I&amp;quot; will duplicate the object into inventory&lt;br /&gt;
      EG &amp;quot;mob oclone apple R&amp;quot; will duplicate the object into the room&lt;br /&gt;
&lt;br /&gt;
== Changes 2-18-2019 ==&lt;br /&gt;
&lt;br /&gt;
*Tsunami, Suplex and Blam Gush will no longer push mobs into rooms where they aren&#039;t allowed.&lt;br /&gt;
&lt;br /&gt;
*Using Boogie Fever in coordination with Tame will no longer break up the group.&lt;br /&gt;
&lt;br /&gt;
*Pets can no longer be ordered to purchase unique items.&lt;br /&gt;
&lt;br /&gt;
*Read Magic/Analyze will now show more affects (if applicable).&lt;br /&gt;
&lt;br /&gt;
*Mobs will now echo back if they can&#039;t wear something that is Antimob.&lt;br /&gt;
&lt;br /&gt;
*Decaying objects will no longer announce their destruction if they have the &#039;noecho&#039; flag applied.&lt;br /&gt;
&lt;br /&gt;
*Unique objects can no longer be purchased if one is in the player&#039;s locker.&lt;br /&gt;
&lt;br /&gt;
*The word &#039;pet&#039; will now reference the player&#039;s pet in the same way that &#039;me&#039; or &#039;self&#039; references the player.&lt;br /&gt;
&lt;br /&gt;
*&#039;Autosort&#039; will now automatically sort your inventory (and locker!) into item types.  Try it and see how it works!.&lt;br /&gt;
&lt;br /&gt;
*Din&#039;s Fire now targets all enemies in the room and has been adjusted accordingly.&lt;br /&gt;
&lt;br /&gt;
*Items that are flagged &#039;melt_drop&#039; no longer showcase a red aura.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Mobs can now award themselves (&#039;mob award $i&#039;) instead of needing a convoluted chain of mob-manipulation to provide the same effect, please be careful with its use, probably sticking to event items so that the player is $i.&lt;br /&gt;
&lt;br /&gt;
*New behavior &#039;travelingpet&#039; that makes a charmed mob consistently return to its owner, this will eliminate the need to create a RANDOM trigger prog to manually provide the same effect.&lt;br /&gt;
&lt;br /&gt;
*Rand_phys_vuln and rand_misc_vuln behavior flags added.&lt;br /&gt;
&lt;br /&gt;
== Changes 2-10-2019 ==&lt;br /&gt;
&lt;br /&gt;
Mostly just builder changes here.&lt;br /&gt;
&lt;br /&gt;
*sneak applies to portals.&lt;br /&gt;
*exhaulted etc should vanish only at appropriate remorts (again?).&lt;br /&gt;
*mob addlag is back in, capped at 1000 but you should never need to go even that high, I hope.&lt;br /&gt;
*hammerhand has fail message when no target is found.&lt;br /&gt;
*resets now flags the area as &amp;quot;changed&amp;quot;, so it can be saved without further edits.&lt;br /&gt;
*damroll added as a field for mset.&lt;br /&gt;
*various readout changes.&lt;br /&gt;
*Curse on non-object targets now has a chance to cause short-term negative affects:&lt;br /&gt;
   Chances are based on wisdom.&lt;br /&gt;
   Chances are higher when the caster is evil.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 2-8-2019 ==&lt;br /&gt;
&lt;br /&gt;
*Using offensive abilities on yourself no longer triggers the Gilgame Heart skill.&lt;br /&gt;
&lt;br /&gt;
*Offensive skills can no longer gain learned-skill percentage when used on oneself.&lt;br /&gt;
&lt;br /&gt;
*&#039;Whowas&#039; now shows new things, such as the player&#039;s current level and remort #.&lt;br /&gt;
&lt;br /&gt;
*Logging into a dark room with an active light source no longer acts as though your light doesn&#039;t exist.&lt;br /&gt;
&lt;br /&gt;
*&#039;Plural&#039; and &#039;Spivak&#039; genders now show appropriate coloration on the &#039;Who&#039; list.&lt;br /&gt;
&lt;br /&gt;
*Aurora and Din&#039;s Fire spells now echo to the room when the caster is the target.&lt;br /&gt;
&lt;br /&gt;
*Angel Whisper now does 1/8th of an undead enemy&#039;s current HP instead of their maximum HP.&lt;br /&gt;
&lt;br /&gt;
*Scan/Examine now shows the condition of a decaying-flagged object.&lt;br /&gt;
&lt;br /&gt;
*Encore will now boost Attack Up to a maximum of 50 Damroll, no matter how many times for the former spell is cast.&lt;br /&gt;
&lt;br /&gt;
*Unique items can now only be bought one at a time.&lt;br /&gt;
&lt;br /&gt;
*Phlogiston has been reworked and now has better overall chances for success, maxing out at level 150.&lt;br /&gt;
&lt;br /&gt;
*Intimidate now successfully stacks Damroll detriments.&lt;br /&gt;
&lt;br /&gt;
*Misc grammar and text fixes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 1-31-2019 ==&lt;br /&gt;
&lt;br /&gt;
=== First pass on Priest rework ===&lt;br /&gt;
&lt;br /&gt;
*Detect Alignment is back in, working as you&#039;d expect.&lt;br /&gt;
&lt;br /&gt;
*Mend and Vitalize tweaked; spell targets of same alignment and NOT the caster grant a chance to return mana or heal for more(Vitalize also has a chance to reduce cooldown). Chances&lt;br /&gt;
based on Wisdom.&lt;br /&gt;
&lt;br /&gt;
*Mend no longer has a blackhole for practices.&lt;br /&gt;
&lt;br /&gt;
*Ray of Truth tweaked; damage has a chance to scale when targeting opposite align from the caster, with another chance for half cooldown. Both chances based on Wisdom.&lt;br /&gt;
&lt;br /&gt;
*Judgment tweaked; Chances(still based on Wisdom) that when used on opposite align from the caster that there may be a mana return, cooldown halved, and/or extra buff pulses.&lt;br /&gt;
&lt;br /&gt;
*Bless tweaked when cast on objects; Chances(Wisdom AND good align based) to apply more diverse bonuses dependent on object&#039;s wear location(eg feet).&lt;br /&gt;
&lt;br /&gt;
*Curse massively tweaked:&lt;br /&gt;
*Curse can now be cast on objects, casting curse on weapons or armor will cause the following:&lt;br /&gt;
   1) Perishable, cursed, nouncurse&lt;br /&gt;
   2) Cost/value of the object will be reduced to 0&lt;br /&gt;
   3.A) Condition of the object will be reduced by 2/3rds&lt;br /&gt;
   3.B) Condition cuts can be negated some, determined by wisdom&lt;br /&gt;
*Cursed weapons will receive the following:&lt;br /&gt;
   1) The first die on the weapons damage dice gets a 50% boost&lt;br /&gt;
   2) If there are enchantments, the enchant count gets a 33% boost&lt;br /&gt;
*Cursed armor will receive the following:&lt;br /&gt;
   1) The armor stats get a 50% boost across the board&lt;br /&gt;
   2) The armor gets a saves boost, the amount is determined by wisdom&lt;br /&gt;
*Curse casted on any other object just adds 1 magroll or damroll for now&lt;br /&gt;
*Curse casted on a non-object-target no longer has a set 30 armor penalty&lt;br /&gt;
*Curse armor penalty is determined by wisdom&lt;br /&gt;
&lt;br /&gt;
*Smite reworked; Casting Smite while BLESSED causes it to work in reverse of normal, Casting Smite while the target is CURSED does more damage the closer you are to their hp %.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Legacy Spells have been adjusted:&lt;br /&gt;
 Fira, Bizzara, and Thundara have increased mana costs.&lt;br /&gt;
 Firaga, Blizzaga, and Thundaga have increased mana costs AND a cooldown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 1-23-2019 ==&lt;br /&gt;
&lt;br /&gt;
*When given a unique item you already own or already have in your locker, it will tell you the item specifically, instead of just &amp;quot;you already own that&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*Angel Whisper now does 1/8th damage to undead&#039;s CURRENT health instead of their max health&lt;br /&gt;
&lt;br /&gt;
*The Koi Pond in Hikari no Matsuri is now community-friendly!  Everyone can now fish from one pond!  Talk to the stall tenant for a small update on the mechanics change involved!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
&lt;br /&gt;
*&#039;khcount&#039; and &#039;khexist&#039; ifchecks are in, use them to check for killcounts of a specific mob and if the player has any killcount of a mob (see obj vnum 7249 for examples)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=2018 Change Notes=&lt;br /&gt;
&lt;br /&gt;
== Changes 10-21-2018 ==&lt;br /&gt;
&lt;br /&gt;
*Items flagged &#039;noexplode&#039; will no longer prevent charges being used with WIS scores of 20+.&lt;br /&gt;
&lt;br /&gt;
*Decaying items no longer corrupt lockers, instead going down to 1 Condition and then stopping until they are removed, whereupon they will resume decaying.&lt;br /&gt;
&lt;br /&gt;
*Unique items are now unique between a player and their locker (no more doubling up!).&lt;br /&gt;
&lt;br /&gt;
*The random &amp;quot;your  weakens&amp;quot; message for some effects when casting Esuna has been fixed.&lt;br /&gt;
&lt;br /&gt;
*The &#039;Angel Whisper&#039; spell is longer staffify-able.&lt;br /&gt;
&lt;br /&gt;
*CHARMIES (not permanent pets) can no longer interact (pick up, give, etc.) with Unique items.&lt;br /&gt;
&lt;br /&gt;
*The echoes for a scroll going off twice has been given a space, so it looks less crammed.&lt;br /&gt;
&lt;br /&gt;
*Odd bug (&#039;lololo 2568 lol5&#039;) in the log has been fixed.&lt;br /&gt;
&lt;br /&gt;
We apologize if some of these fixes/changes/updates hamper the difficulty of certain playstyles going forward, but please understand that they were considered at length and administered to combat exploits and unintended practices.  You guys are awesome though, you&#039;ll figure out a way to keep going at full speed!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Area Changes 9-27-2018 ==&lt;br /&gt;
&lt;br /&gt;
NEW AREAS&lt;br /&gt;
*Jam Wasteland is now available. Has some pre-requisites - alchemy related!&lt;br /&gt;
*The Feymarch is now available, linked (for now) at the end of the Mist Cave.&lt;br /&gt;
 &lt;br /&gt;
NEW WORLD FEATURES&lt;br /&gt;
*There are now secret treasure spots (referred to sometimes as &amp;quot;hidey holes&amp;quot;) all around the Cleft. Be on the lookout for a weird, old guy in various Cleft cities for more information.&lt;br /&gt;
*See chobins and palicos getting drunk together at the Rat Cantina, located in the ocean somewhere. Maybe a friendly merchant will let you ride their ship there! If not, maybe you can bother a not-so-friendly merchant until they give in.&lt;br /&gt;
*There is now a publically available Mana Treant. It has some interesting &amp;quot;features&amp;quot;, see note regarding it for more information.&lt;br /&gt;
 &lt;br /&gt;
TWEAKS/CHANGES&lt;br /&gt;
*Booster Tower has been given a face lift, remort-only fight, minor tweaks, new drops, fixes, and new quests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 9-4-2018 ==&lt;br /&gt;
STAT UPDATES!&lt;br /&gt;
-------------&lt;br /&gt;
&lt;br /&gt;
*DEX:&lt;br /&gt;
      If &amp;gt;= 25, chance for a movement to cost 1/2 MV, and to avoid being Disarmed.&lt;br /&gt;
      If &amp;lt;= 9, chance for a movement to cost 1.5x MV.&lt;br /&gt;
      Higher Dex scores now also increase MV regeneration.&lt;br /&gt;
&lt;br /&gt;
*WIS: &lt;br /&gt;
      If &amp;gt;= 25, when using a Rod item there is a chance based on INT for halved cooldown or halved lag.&lt;br /&gt;
      If &amp;lt;= 9, there is a chance based on INT to increase Rod-used cooldown by 25%.&lt;br /&gt;
      If &amp;gt;= 25, when using a Wand or Staff item there is a chance based on INT to withhold using a charge, or boost the spell&#039;s effectiveness by 1.5x.&lt;br /&gt;
      If &amp;lt;= 9, there is a chance to weaken the Wand/Staff&#039;s effectiveness by 25%&lt;br /&gt;
&lt;br /&gt;
*INT:&lt;br /&gt;
      Higher Int now positively affects Mana regeneration and negatively affects cast failure.&lt;br /&gt;
      If &amp;gt;= 25, there is a chance based on WIS to gain spell damage bonuses.&lt;br /&gt;
      If &amp;lt;= 8, there is a chance to accidentally perform drunk speech.&lt;br /&gt;
      If &amp;gt;= 25, there is a chance based on WIS that Scrolls will have halved lag or doublecast one of the spells.&lt;br /&gt;
      If &amp;gt;= 40, there is a chance to doublecast two spells on the scroll.&lt;br /&gt;
      If &amp;lt;= 9, there is a chance to fail one of the spells on a scroll or lose 25% of the spell&#039;s effectiveness/power.&lt;br /&gt;
&lt;br /&gt;
*New Gender Types: &#039;They (Plural)&#039; and &#039;Spivak (e/em)&#039;&lt;br /&gt;
&lt;br /&gt;
*New Spell: Reraise - Instantly revives the caster and restores them completely (EXP penalty for dying is still applied, though!)&lt;br /&gt;
&lt;br /&gt;
*&#039;Idle Hands&#039; spell has been adjusted, now giving Level/2 increases to both Weight and Item capacity, maxing out at +50/+50 at Lv100.&lt;br /&gt;
&lt;br /&gt;
*&#039;Enchant&#039; spell has been renamed &#039;Enchantment&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS&lt;br /&gt;
------------&lt;br /&gt;
&lt;br /&gt;
*Mob Variable Additions: &#039;sex&#039; ifcheck now can use &#039;5&#039; for the Spivak gender (E.g. &#039;if sex $i == 5&#039;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Area Changes 5-1-2018 ==&lt;br /&gt;
*Kakariko Village is accessible&lt;br /&gt;
*The Pillars of Nosgoth are accessible&lt;br /&gt;
*The Ancient Library is accessible&lt;br /&gt;
*Viorar has some updates to descriptions and interactions&lt;br /&gt;
*Chocobo Forest has updated descriptions, item drops and spawn rates&lt;br /&gt;
*The world around the town of Todo has been expanded&lt;br /&gt;
*You now receive a class-specific reward for completing Truce&#039;s community service&lt;br /&gt;
*It&#039;s easier to get back the &amp;quot;mysterious map&amp;quot; item &lt;br /&gt;
*Oopsie Dayzees have joined the Dayzee Family&lt;br /&gt;
 &lt;br /&gt;
*For Builders:&lt;br /&gt;
*Fishing, Phone, Bomb Database added to the immortal hub&lt;br /&gt;
*Bambino Bombs have universal directional triggers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 4-19-2018 ==&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
 &lt;br /&gt;
*New mob command: &#039;Addlag&#039; (Adds lag to a player, disallowing them any activity until it wears off)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 4-16-2018 ==&lt;br /&gt;
*Some fixes for cross-room battle issues&lt;br /&gt;
*Players and mobs can no longer flee while grappled&lt;br /&gt;
*Items with the &#039;Melt_Drop&#039; flag can now be stolen&lt;br /&gt;
*Items now have custom disintegration (when Condition reaches 0 through Decay) messages based in item&#039;s innate&lt;br /&gt;
*Various skills will now enjoy damroll bonuses applied to their damage calculations&lt;br /&gt;
*&#039;Crash&#039; is less random, does a bit more damage and also boosts the damage and lessens the damage variance depending on the &#039;Capacity&#039; amount of the vehicle&lt;br /&gt;
*Spells with mob-moving effects (eg, Gravity Well) no longer require the mob to have Mov for the effect to function&lt;br /&gt;
*Dispel now has more effects that it can remove&lt;br /&gt;
*Esuna now has more ailments that it can remove&lt;br /&gt;
*&#039;Charge&#039; affects more Geomancer spells than before&lt;br /&gt;
*&#039;Judgment&#039; now does Holy/Negative damage based on alignment (instead of Light/Dark)&lt;br /&gt;
*Knight spells that have damage dependant on alignment have been updated with specific pairings (light/dark and holy/negative)&lt;br /&gt;
*&#039;Encore&#039; no longer affects Dodge, Parry or Shield Block&lt;br /&gt;
*New Spell: Debilitate (Lowers a target&#039;s level, prevents experience gain while in effect)&lt;br /&gt;
*New Spell: Enchant (Enchant Weapon &amp;amp; Enchant Armor rolled into one spell, affects both types)&lt;br /&gt;
*New skill: Ceremony (Toggled, forced resting position, autoattack off, sacrifice things for bonus mana and slightly adjusts alignment if sacrificing evil or blessed items)&lt;br /&gt;
*Merchants no longer get Enchant Weapon or Enchant Armor, replaced with &#039;Enchant&#039;&lt;br /&gt;
*Magroll scaling is officially in place: Each point is 1% bonus effectiveness up to 20, and after 20 it scales to more-or-less needing 2 points for every 1% efficiency (with slight variance here and there)&lt;br /&gt;
*Remort Tokens are in the process of undergoing an upgrade; eventually, they will be automated and allow a player to auto-remort themselves, including the coverage of remort cost&lt;br /&gt;
*Various readout changes to give the Cleft&#039;s damtypes, elements and overall display a more consistent appearance&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS&lt;br /&gt;
*Oset&#039;ing an item with the Decay flag and Oset&#039;ing condition to 0 will cause an item to disintegrate immediately&lt;br /&gt;
*New ifchecks: Objcost, objweight, objextra, objextra2, and objextra3&lt;br /&gt;
*Ageatii has a new (or fixed, anyway) custom message when using the &#039;slay&#039; command&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 3-22/3-23-2018 ==&lt;br /&gt;
*Cure has a slightly lower rate of healing than before&lt;br /&gt;
*Cure&#039;s mana cost has been lowered from 10 to 8&lt;br /&gt;
*Charge will now function with Vitalize&lt;br /&gt;
*A few spells have been excluded from the Metronome list&lt;br /&gt;
*Ninjas can now hide better, generally, and even more so in dark rooms&lt;br /&gt;
*Ninjas now know when they have or have not become hidden.&lt;br /&gt;
*Ninjas now sneak more successfully in dark rooms or while hidden, even more so when both conditions are met&lt;br /&gt;
*Ninjas now know when they have or have not started sneaking&lt;br /&gt;
*New spell: Debilitate (WORK IN PROGRESS)&lt;br /&gt;
*Wording: &#039;Exotic&#039; has replaced &#039;Magic&#039; in a few areas&lt;br /&gt;
*The room affects, sandstorm and flurry, should not do damage if you&#039;re resistant to their respective elements.&lt;br /&gt;
*Alias max has been increased to 32.&lt;br /&gt;
&lt;br /&gt;
For Builders:&lt;br /&gt;
*Added a move if check&lt;br /&gt;
**mvchk &#039;if mvchk $i &amp;gt;= 50&#039;&lt;br /&gt;
*Added object condition check&lt;br /&gt;
**objcond &#039;if objcond &amp;gt;= 20&#039;&lt;br /&gt;
*Added condition as an oset field&lt;br /&gt;
**&#039;mob oset $o condition -20&#039; Adjust current condition by -20&lt;br /&gt;
*Added brief mode check&lt;br /&gt;
**isbrief &#039;if isbrief $n&#039;&lt;br /&gt;
*Oset usage is now limited to the actor&#039;s inventory and in the current room the actor is standing in.&lt;br /&gt;
**Note: If you need to get around this and manipulate an object in another mob/player inventory, use force and mforce.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 3-8/3-10-2018 ==&lt;br /&gt;
*Jumi and Matango now have independent, separate health regeneration rates that is not the &#039;Regen&#039; affect (and thus no longer have the latter in constant effect).&lt;br /&gt;
*CON and WIS now add a slight regeneration bonus to HP and Mana, respectively.  This is especially noticeable in conditions that are not ideal.&lt;br /&gt;
*&#039;Psyke Up&#039; and &#039;Psyke Down&#039; spells added, effects are equivalent to their &#039;Attack Up&#039; and &#039;Attack Down&#039; counterparts except that it influences Magroll instead of Damroll.&lt;br /&gt;
*BUILDERS: Please be careful with using Psyke Down for now, as negative Magroll will prevent both players and mobs from dealing ANY spell damage!&lt;br /&gt;
*&#039;Enchant Armor&#039; no longer increases the target item&#039;s level by 1.&lt;br /&gt;
*Priests now receive slightly more mana when sacrificing gold coins.&lt;br /&gt;
*Choke and Powersurge now work with counterspell. &lt;br /&gt;
*Wisdom helps with failure to cast spells&lt;br /&gt;
*Magroll has been fleshed out for player usage and works as intended.&lt;br /&gt;
*Wall change can be charged to better penetrate saves.&lt;br /&gt;
*Enchant spell has been added, which combines both enchant armor and enchant weapon&lt;br /&gt;
*enchanting with the new enchant spell has slight chance to add -1 saves or +1 hitroll  to armor or weapons, respectively.&lt;br /&gt;
*higher wisdom increases those odds even more.&lt;br /&gt;
*psyke down has been adjusted to be more likely to bypass saves.&lt;br /&gt;
*armor golems are no longer affected by slow naturally.&lt;br /&gt;
*various read out changes, most importantly, lockers and containers.&lt;br /&gt;
 &lt;br /&gt;
For builders:&lt;br /&gt;
*mob award exp works in flat value. Use &#039;mob award $n exp 1234 noscale&#039;&lt;br /&gt;
*mob preitle is a command. for safety reasons, its usage is &#039;mob mforce $n mob pretitle self lolmypretitle &#039; to remove pretitles, just use {x.&lt;br /&gt;
*mobs currently are locked out of magroll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 3-2-2018 ==&lt;br /&gt;
*[[Cynbel_Sea|Cynbel Sea]] is now linked!&lt;br /&gt;
*The following areas have been removed from the &amp;quot;areas&amp;quot; command list: Magmoor Caverns, River City, Zanarkand, Magitek Factory.&lt;br /&gt;
*MiniMedals have been added to: Gold City, Gobi&#039;s Valley, Frosty Forest, Tonoe, Jungle of Illusion, Goreomemu Swamp.&lt;br /&gt;
*Level locks have been removed from: Orbonne Monastery, Guardia Castle, Dr Wily&#039;s Lab, Leires.&lt;br /&gt;
*Item re-balances: Mana Spirit Statues, Mirror Shield, Silver Gauntlets.&lt;br /&gt;
*Mob re-balances: Myrkur Necromancer, Great Rabite, Mushroomized Parasect, Angel Tower Spectre.&lt;br /&gt;
*Pandora&#039;s Clothes in Truce are re-categorized as &#039;jewelry&#039; type.&lt;br /&gt;
*You have more time to complete Norstein Bekkler&#039;s light game in Truce.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 2-19-2018 ==&lt;br /&gt;
*Stealing an item you can&#039;t carry no longer hecks up the item&#039;s location.&lt;br /&gt;
*gptoss&#039; damage is now a natural logarithm instead of base10... look forward to dealing more damage with it!&lt;br /&gt;
*Fling shouldn&#039;t cast weapons into the void or other mobs&#039; inventories.&lt;br /&gt;
&lt;br /&gt;
== Changes 1-26-2018 ==&lt;br /&gt;
*[[Sunsnug_Isle|Sunsnug Isle]] is now accessible&lt;br /&gt;
*Mist Cave is accessible as an expansion to Magicant&lt;br /&gt;
*[[Hu_Lao_Pass|Hu Lao Gate]] is now accessible&lt;br /&gt;
*An alternate unlockable path is available to get to the northern areas of Guardia.&lt;br /&gt;
*Non-Saturn Valley ATMs no longer require ATM cards.&lt;br /&gt;
*The potion seed pots (Crysta &amp;amp; Viorar) have been removed&lt;br /&gt;
*Effects have been added to the remaining existing potion seeds that enemies drop&lt;br /&gt;
*The speech in Lu Bu Feng Xian&#039;s delivery call is toned down&lt;br /&gt;
*The reward for collecting all the Chaos Emeralds is improved&lt;br /&gt;
*Asina on Joel Island more directly gives out quest initiation hints&lt;br /&gt;
*Bugfix where Moon Saber was not being rewarded&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 1-10-2018 ==&lt;br /&gt;
*doubled the internal SPL_SPRD variable, which should reduce the  variability of spell damage somewhat.&lt;br /&gt;
*those NPCs you thought were healers.... aren&#039;t anymore. see selan and company for uncursing and IDing stuff now.&lt;br /&gt;
*http://cod.mudmagic.com/who.php which conveniently updates whenever anyone who&#039;s not a staff member types &#039;who&#039;.&lt;br /&gt;
* &#039;report skills&#039; -- for ordering your pet reveal its innate combat skills.&lt;br /&gt;
*the &#039;cactus stool&#039; made by a level 0 Mokuton no longer WORSENS regeneration.&lt;br /&gt;
*Frost Saber now has a chance to apply a short-duration Slow.&lt;br /&gt;
*Players and mobs warcry&#039;ing at themselves have a better echo now.&lt;br /&gt;
&lt;br /&gt;
for builders:&lt;br /&gt;
*mobs and objects no longer have a &#039;material&#039;&lt;br /&gt;
*shopkeepers now *clone* objects when selling them, instead of making new ones.&lt;br /&gt;
**this means infinite &#039;inventory&#039; objects can be modified or restrung  while still in the keeper&#039;s inventory, and the changes will now propagate to the bought copy.&lt;br /&gt;
*plus some other changes i probably forgot&lt;br /&gt;
&lt;br /&gt;
-Benamas&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 12-30-2017 ==&lt;br /&gt;
*Jutsu&#039;s lag time reduced from 20 to 12&lt;br /&gt;
*Fumes now applies Poison instead of Fear -- rev up those Leeches&lt;br /&gt;
*Ninjas get the Fear spell at level 45&lt;br /&gt;
*Merchants now get Firebreath instead of Heat Metal at level 50&lt;br /&gt;
*Gptoss is about half the cost to use but does the same damage&lt;br /&gt;
*Dual Wield now functions correctly/at all when you have 2x/3x-cut&lt;br /&gt;
*fixed that rogue . when paralyzed&lt;br /&gt;
*converting gold to silver in banks is now free (but who does this)&lt;br /&gt;
*&#039;report offense&#039; shows magroll now&lt;br /&gt;
&lt;br /&gt;
== Changes 12-29-2017 ==&lt;br /&gt;
*Magroll is now percentage-based: 1 magroll is now equivalent to 1% more damage when casting a spell that deals damage.  Builders, keep this in mind going forward when/if adding Magroll to items!  Healing is also slated to be affected by this as well, but is not yet.&lt;br /&gt;
&lt;br /&gt;
== Changes 12-27-2017 ==&lt;br /&gt;
* &amp;quot;MAGROLL&amp;quot; is a thing now. It applies a flat damage bonus to most spells and damaging affects. There will be some exceptions (base Summoner spells), and there will be some instances where magroll has an exaggerated effect (multi- hit spells like Rainbow). Some builds will be better, some won&#039;t be affected, but none should take a nerf from this. Regardless, we&#039;re in uncharted territory!&lt;br /&gt;
* Characters receive a bonus to Magroll similar to how Strength affects Damroll in practice, this is going to be about... 5 magroll for most casters&lt;br /&gt;
* Builders can put Magroll on mobs and items (replaced previously nonfunctional bonus to saves vs paralysis?) -- use this sparingly, as you did damroll!!!&lt;br /&gt;
* Bleeding damage now caps at level*3 per round so megabosses don&#039;t drain dry for thousands of damage per round&lt;br /&gt;
* Enchant Weapon&#039;s effect with Damroll has been readjusted up to 15%. More tweaking possible pending smoothing out Magroll.&lt;br /&gt;
&lt;br /&gt;
== Changes 12-23-2017 ==&lt;br /&gt;
* any potential mob with vnum 3708 will be able to attack now (weird stock bug)&lt;br /&gt;
* many abilities no longer penetrate the Shell affect&lt;br /&gt;
* &#039;rod&#039; and &#039;event&#039; type items will display their current cooldown time when Scan&#039;d/examine&#039;d&lt;br /&gt;
* enchanted weapons were having their damage bonus DOUBLED -- this has been corrected from 20% extra damroll per enchant to 10%&lt;br /&gt;
** this seems like a nerf but check out the helpfile -- it was only SUPPOSED to be 5%&lt;br /&gt;
* giga drain&#039;s mp cost cut by 1/3&lt;br /&gt;
* vampires only regenerate 1hp/pulse while exposed to sunlight&lt;br /&gt;
* plus other changes I&#039;ve forgotten!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 6-15-2017 ==&lt;br /&gt;
UPDATES:&lt;br /&gt;
*Pip will refresh his inventory every day even when players are away.&lt;br /&gt;
*Flameshe and the pumpkinhead butler will now not accept items (for now)&lt;br /&gt;
*Electrical barrier seems to be working correctly.&lt;br /&gt;
*Aisu&#039;s door is two-way.&lt;br /&gt;
*El Nido quest list fixed&lt;br /&gt;
*Vehicle loss in quest rooms: There isn&#039;t really a good solution that doesn&#039;t involve revamping how vehicles work.&lt;br /&gt;
*Kiki responds to Elazul when appropriate.&lt;br /&gt;
*The certain Gypsy Camp quest has the appropriate story prerequisites now.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 6-04-2017 ==&lt;br /&gt;
* added &#039;glance&#039; command to show only room name, exits, and contents when &#039;brief&#039; is on&lt;br /&gt;
* re-added &#039;exits&#039; command -- beware of fake room names (re: mobprog trickery)&lt;br /&gt;
* re-added &#039;resistances&#039; command -- shows a short version when &#039;brief&#039; mode is on&lt;br /&gt;
* fixed a problem involving mobs with vampirism and the haunt affect which probably broke a bunch of other things too&lt;br /&gt;
&lt;br /&gt;
for builders:&lt;br /&gt;
* new exit flag &#039;nomob&#039;&lt;br /&gt;
&lt;br /&gt;
for me:&lt;br /&gt;
* cleared various compile warnings&lt;br /&gt;
* prototype &amp;quot;who&#039;s online&amp;quot; webpage cod.mudmagic.com/who.htm -- for now, only updates when a staff member types &#039;who2&#039;&lt;br /&gt;
&lt;br /&gt;
--Ben&lt;br /&gt;
&lt;br /&gt;
== Changes 3-29-2016 ==&lt;br /&gt;
Various other changes have went in, but here are the highlights:&lt;br /&gt;
&lt;br /&gt;
*oset is finished off with using flag names (vs their numerical value) in the value(0-4) slots, where needed. (the imm command &#039;set obj&#039; has been updated to do the same)&lt;br /&gt;
*&amp;quot;pet&amp;quot; has been added to the necromancers, to retrieve the corpse of all pets at once(that actually leave a corpse). Eg. necro pet&lt;br /&gt;
*Added affected2 if check eg. If affected2 focus&lt;br /&gt;
*Added fast affect2 flag (works like the fast vehicle flag)&lt;br /&gt;
*Added &#039;quicken spell&#039; (applies fast)&lt;br /&gt;
&lt;br /&gt;
== Changes 1-20-2016 ==&lt;br /&gt;
New mob commands:&lt;br /&gt;
   mset          - See &#039;help set&#039; for details&lt;br /&gt;
   oset          - This isn&#039;t actually new but more has been added to it, see &#039;help set&#039;&lt;br /&gt;
   mforce        - Allows players to execute mob commands without the use of an event item. (ie mob mforce $n mob cast fireball)&lt;br /&gt;
   mob face name - Mobs change their name tags&lt;br /&gt;
&lt;br /&gt;
New Variables:&lt;br /&gt;
   $A            - Same as $o, without quotes around name tags&lt;br /&gt;
   $b            - Mob&#039;s remember target&#039;s race&lt;br /&gt;
   $B            - Mob&#039;s remember target&#039;s level&lt;br /&gt;
   These have been added to &#039;help variable&#039; (Thanks Odwofi!)&lt;br /&gt;
&lt;br /&gt;
Various Changes:&lt;br /&gt;
   Brief mode is (re?)enabled due to volume of requests lately&lt;br /&gt;
   Wildcasting has been changed to a toggle&lt;br /&gt;
   Wildcasting has been added to affects2&lt;br /&gt;
   Affects2 can be toggled with mob flag&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Wizard&amp;diff=4439</id>
		<title>Wizard</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Wizard&amp;diff=4439"/>
		<updated>2023-01-26T17:53:29Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: /* Spells */ Replace Witch with Archmage, whoops.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;position:relative; margin: 0 0 0.5em 1em; border-collapse: collapse; float:right; background:white; clear:right; width:200px;&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background: {{{color|#fff}}};&amp;quot;|&#039;&#039;&#039;{{{name|{{PAGENAME}}}}}&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align:center&amp;quot;&amp;gt;[[image:Wizard.png]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Magical artillery, possibly in a pointy hat&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Style: Offensive Magic User&lt;br /&gt;
|-&lt;br /&gt;
|Primary Stat: [[Statistics#Intelligence|Intelligence]]&lt;br /&gt;
|-&lt;br /&gt;
|HP Gain per Level: 6-9&lt;br /&gt;
|-&lt;br /&gt;
|MP Gain per Level: 7-10&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Skills: 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Wizard&#039;&#039;&#039;=&lt;br /&gt;
The Wizard is a class which can cast offensive magic proficiently. Wizards get an array of spells to damage their enemies with. Wizards can charge spells to increase their damage, and they can summon elementals at higher levels. They have poor HP and defensive skills, but make up for this with their ability to do lots of damage in a short time.&lt;br /&gt;
&lt;br /&gt;
At level 30, a Wizard may evolve into either an [[#Archmage|Archmage]] or an [[#Elementalist|Elementalist]].&lt;br /&gt;
Wizards can choose one weapon type in which to be proficient.&lt;br /&gt;
The primary attribute of the Wizard is [[Statistics#Intelligence|Intelligence]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*&#039;&#039;&#039;Manashield&#039;&#039;&#039; - &#039;&#039;Level: 18&#039;&#039; - Lag: 4&lt;br /&gt;
:This is a toggle skill that causes all damage directed toward the caster to deplete mana instead of HP, at twice the rate.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
*&#039;&#039;&#039;Air Blast&#039;&#039;&#039; - &#039;&#039;Level: 1&#039;&#039; - Lag: 10 - &#039;&#039;Mana: 18&#039;&#039;&lt;br /&gt;
:Air Blast focuses nearby air into a forceful attack, pummeling the foe. Air Blast is a Tier 1 offensive spell and can be charged to deliver 1.5x the normal damage. It deals wind-type damage.&lt;br /&gt;
:Air Blast imposes 17% less lag than comparable spells.&lt;br /&gt;
*&#039;&#039;&#039;Gem Missile&#039;&#039;&#039; - &#039;&#039;Level: 2&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 18&#039;&#039;&lt;br /&gt;
:Gem Missile takes nearby earth and rock to create a series of quick attacks upon a foe. Gem Missile is a Tier 1 offensive spell and can be charged to deliver 1.5x the normal damage. It deals earth-type damage.&lt;br /&gt;
:Gem Missile has a 12.5% chance of dealing double damage.&lt;br /&gt;
*&#039;&#039;&#039;Ice Smash&#039;&#039;&#039; - &#039;&#039;Level: 3&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 18&#039;&#039;&lt;br /&gt;
:Ice Smash creates sharp thin shards of ice to stab the foe. Ice Smash is a Tier 1 offensive spell and can be charged to deliver 1.5x the the normal damage. It deals cold-type damage.&lt;br /&gt;
:Ice Smash deals two distinct hits to the target and has a higher minimum damage than comparable spells.&lt;br /&gt;
*&#039;&#039;&#039;Fireball&#039;&#039;&#039; - &#039;&#039;Level: 4&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 18&#039;&#039;&lt;br /&gt;
:Fireball creates a large fireball which is hurled towards a foe. Fireball is a Tier 1 offensive spell and can be charged to deliver 1.5x the normal damage. It deals fire-type damage.&lt;br /&gt;
:After its initial hit, Fireball inflicts a lingering burn amounting to 5% damage each pulse for three pulses.&lt;br /&gt;
*&#039;&#039;&#039;Rhizome Lance&#039;&#039;&#039; - &#039;&#039;Level: 5&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 15&#039;&#039;&lt;br /&gt;
:Rhizome Lance conjures giant roots from the earth to attack foes. Rhizome Lance is a Tier 1 offensive spell and can be charged to deliver 1.5x the normal damage. It deals wood-type damage.&lt;br /&gt;
:Rhizome Lance costs 17% less mana than comparable spells.&lt;br /&gt;
*&#039;&#039;&#039;Darkside&#039;&#039;&#039; - &#039;&#039;Level: 6&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 18&#039;&#039;&lt;br /&gt;
:Darkside is a spell which calls upon the nature of the deep dark void to blot the caster&#039;s foes from existence. Darkside is a Tier 1 offensive spell and can be charged to deliver 1.5x the normal damage. It deals dark-type damage.&lt;br /&gt;
:Darkside is 12.5% stronger than comparable spells, but it inflicts recoil damage to the caster amounting to 10% of the damage dealt to the target.&lt;br /&gt;
*&#039;&#039;&#039;Invisibility&#039;&#039;&#039; - &#039;&#039;Level: 7&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 40&#039;&#039;&lt;br /&gt;
: This is a cloaking spell, that makes the wizard, or their target, invisible to those who are not affected by &#039;detect invis&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Detect Magic&#039;&#039;&#039; - &#039;&#039;Level:9&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 5&#039;&#039;&lt;br /&gt;
:This spell allows the target to see magical auras on items, as well as giving a rough estimate on the mana reserves of other mobs. This can be cast on yourself as well as others.&lt;br /&gt;
*&#039;&#039;&#039;Charge&#039;&#039;&#039; - &#039;&#039;Level: 10&#039;&#039; - Lag: 8 - &#039;&#039;Mana: 30&#039;&#039;&lt;br /&gt;
:The charge spell infuses the target with a charge, greatly improving the effects of the next spell used by the target.  Most offensive spells will have their damage output increased by half when charged, although other spells may have other effects added. Charge wears off after it has boosted one spell.&lt;br /&gt;
*&#039;&#039;&#039;Sleep&#039;&#039;&#039; - &#039;&#039;Level: 12&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 96&#039;&#039;&lt;br /&gt;
:This is an enfeebling spell that, when successful, puts the target to sleep. Failing, however, will provoke the target to attack. Recasting on an already-sleeping foe will reset the duration of the spell, keeping victims tranquilized longer. Sleep is considered to be of the &amp;quot;Charm&amp;quot; element - thus, any enemy who is immune to charm will not fall asleep.&lt;br /&gt;
*&#039;&#039;&#039;Wizen&#039;&#039;&#039; - &#039;&#039;Level: 14&#039;&#039; - Lag: 4 - &#039;&#039;Mana: 0&#039;&#039;&lt;br /&gt;
:Wizen exchanges a portion of the user&#039;s HP for MP. When cast, 1/5 of your max HP is drained, to restore about 1/5 of your max MP. Greater skill % increases the efficiency of this spell.&lt;br /&gt;
*&#039;&#039;&#039;Detect Invisible&#039;&#039;&#039; - &#039;&#039;Level: 16&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 5&#039;&#039;&lt;br /&gt;
:This spell is used to detect invisible entities, setting their long descriptions of those who are invisible with the (Invis) flag. It can be cast on yourself as well as others.&lt;br /&gt;
*&#039;&#039;&#039;Kundela&#039;&#039;&#039; - &#039;&#039;Level: 20&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 0&#039;&#039;&lt;br /&gt;
:Kundela deals maximum damage when your current MP is equal to one fifth of your max MP. The damage decreases as your current MP deviates from this target. Kundela has no MP cost but will always fully drain the caster&#039;s MP.&lt;br /&gt;
*&#039;&#039;&#039;Blink&#039;&#039;&#039; - &#039;&#039;Level: 22&#039;&#039; - Lag: 8 - &#039;&#039;Mana: 40&#039;&#039;&lt;br /&gt;
:Blink teleports the caster randomly into a nearby room, allowing escape from combat or, sometimes, access to inaccessible areas. When charged, Blink may teleport the caster up to twice as far.&lt;br /&gt;
*&#039;&#039;&#039;Syphon&#039;&#039;&#039; - &#039;&#039;Level: 24&#039;&#039; - Lag: 16 - &#039;&#039;Mana: 27&#039;&#039;&lt;br /&gt;
:Syphon is an attack spell that absorbs the target&#039;s hp, mana and moves, converting everything drained into mana for the caster. When charged, Syphon deals 1.5x damage and therefore 50% more returned mana.&lt;br /&gt;
*&#039;&#039;&#039;Conjure Elemental&#039;&#039;&#039; - &#039;&#039;Level: 26&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 40&#039;&#039;&lt;br /&gt;
:This is spell that creates a [[Pets#Followers|follower]]  for the caster. The type of pet is determined by the owner&#039;s [[innate]].  Based upon the owner&#039;s innate, each elemental has its own weaknesses and strengths. The spell can be used with charge to allow the pet better resistances.&lt;br /&gt;
:Charge will also allow this elemental to cast matching-innate spells, at the cost of the owner&#039;s mana.&lt;br /&gt;
:As a follower and not a pet, a Wizard can still own a pet of whatever type and have a conjured Elemental.&lt;br /&gt;
*&#039;&#039;&#039;Read Magic&#039;&#039;&#039; - &#039;&#039;Level: 28&#039;&#039; - Lag: 8 - &#039;&#039;Mana: 24&#039;&#039;&lt;br /&gt;
:The Read Magic spell allows witches to observe the current affects on a target, whether they are innate, granted by equipment, or the result of a spell.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Archmage&#039;&#039;&#039;=&lt;br /&gt;
The Archmage is one of two classes a [[#Wizard|Wizard]] may evolve into at level 30.&lt;br /&gt;
&lt;br /&gt;
Archmagi are scholars of the highest caliber, who have refined the art of spellcasting into sheer masterpieces. Their level of control over mana is so fine they can ensure their spells are flawlessly cast, or even&lt;br /&gt;
reverse the elemental damage the inflict. An Archmage&#039;s repertoire is one of detailed skill, from the echoing of spells to confining a spell into a sacrificial staff or wand. Their signature ability is the&lt;br /&gt;
practice of combining spells to create an entirely new effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*&#039;&#039;&#039;Surecasting&#039;&#039;&#039; - &#039;&#039;Level: 30&#039;&#039; - Lag: ---&lt;br /&gt;
:Surecasting is a skill that can be toggled.  When active, it ensures that any spells cast by the user will never fail.  There is a chance, dependent on the user&#039;s skill in the spell being cast, that the spell will cost dramatically more mana than it normally would.  This is capable of draining the user completely of mana, which will result in the user being stunned for a short while.  Nonetheless, the spell will be cast even if it leaves the user completely depleted.&lt;br /&gt;
*&#039;&#039;&#039;Combomagic&#039;&#039;&#039; - &#039;&#039;Level: 45&#039;&#039; - Lag: 12&lt;br /&gt;
:Combomagic is a toggled skill. When active, if the two spells of the proper innates are cast consecutively on a single target, the second spell is replaced by a Tier 4 combospell.&lt;br /&gt;
:The elemental composition and strength of the combospell depend on its components, whereas the mana cost, spell lag, and cooldown depend on the combospell itself.&lt;br /&gt;
:Combomagic can be triggered by an ally&#039;s spells, spells from held items, or even a previous combospell. The main requirement is that the second component of the combospell is provided by a caster proficient in combomagic.&lt;br /&gt;
&lt;br /&gt;
====Tier 4 Spell Combos====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|(Moon OR Earth) + Fire &lt;br /&gt;
|Flare Star&lt;br /&gt;
|&lt;br /&gt;
The flare star spell opens a portal to a nearby star directly in front of the&lt;br /&gt;
caster&#039;s opponent. Peerless heat and radiation pours from the portal,&lt;br /&gt;
incinerating the enemy. Victims of the flare star may even burst into flames,&lt;br /&gt;
their grossly incandescent bodies continued fuel for the inferno.&lt;br /&gt;
&lt;br /&gt;
Flare Star is a Tier 4 offensive spell and can be charged to deliver 1.25x the&lt;br /&gt;
damage. It deals dark and fire-type damage unless altered by combomagic.&lt;br /&gt;
&lt;br /&gt;
On a lethal blow, Flare Star inflicts damage, equal to its overkill damage, to&lt;br /&gt;
all remaining enemies in the room, every pulse for three pulses.&lt;br /&gt;
|-&lt;br /&gt;
|(Earth OR Wind) + Water&lt;br /&gt;
|Catastrophe&lt;br /&gt;
|&lt;br /&gt;
At the heart of the Catastrophe was a simple idea: they never wanted to go to&lt;br /&gt;
war again. Wanted to rule it out. Make it so their enemies would never be able&lt;br /&gt;
to threaten them ever again. The Catastrophe would stop the fighting cold, tear&lt;br /&gt;
the earth to pieces from the inside. Then there was a breakthrough. It worked.&lt;br /&gt;
&lt;br /&gt;
Catastrophe is a Tier 4 offensive spell and can be charged to deliver 1.25x the&lt;br /&gt;
damage. It deals earth and cold-type damage unless altered by combomagic.&lt;br /&gt;
&lt;br /&gt;
On a lethal blow, Catastrophe wracks the room: hp/mp/mv regen rates are cut 75%&lt;br /&gt;
and movement costs are greatly increased, with duration dependent on overkill&lt;br /&gt;
damage.&lt;br /&gt;
|-&lt;br /&gt;
|(Wind OR Wood) + Moon&lt;br /&gt;
|Southern Cross&lt;br /&gt;
|&lt;br /&gt;
The heavens themselves become the artillery of he who casts the southern cross.&lt;br /&gt;
The unlucky victim is vivisected by searing beams of starlight called down to&lt;br /&gt;
earth at the caster&#039;s command. But stellar energy is not purely destructive, and&lt;br /&gt;
the same starlight that brings the target to his knees may breathe vigor into&lt;br /&gt;
the caster.&lt;br /&gt;
&lt;br /&gt;
Southern Cross is a Tier 4 offensive spell and can be charged to deliver 1.25x&lt;br /&gt;
the damage. It deals wind, dark, and light-type damage unless altered by&lt;br /&gt;
combomagic.&lt;br /&gt;
&lt;br /&gt;
On a lethal blow, Southern Cross cancels all lag for the caster and reduces all&lt;br /&gt;
cooldowns, proportional to the amount of overkill damage.&lt;br /&gt;
|-&lt;br /&gt;
|(Wood OR Fire) + Earth&lt;br /&gt;
|Ancient Power&lt;br /&gt;
|&lt;br /&gt;
Invoking ancient power calls upon prehistoric stone-like artifacts to burst from&lt;br /&gt;
the earth. These stones, engraved with long-forgotten runes, are imbued with&lt;br /&gt;
sentience that desires only destruction. A caster who fulfills the stones&#039;&lt;br /&gt;
deadly desires by laying waste to his enemies is granted power.&lt;br /&gt;
&lt;br /&gt;
Ancient Power is a Tier 4 offensive spell and can be charged to deliver 1.25x&lt;br /&gt;
the damage. It deals wood and earth-type damage unless altered by combomagic.&lt;br /&gt;
&lt;br /&gt;
On a lethal blow, Ancient Power increases all stats of the caster to a degree&lt;br /&gt;
dependent on the overkill damage and with duration dependent on the level of the&lt;br /&gt;
victim.&lt;br /&gt;
|-&lt;br /&gt;
|(Fire OR Water) + Wind&lt;br /&gt;
|Black Wind&lt;br /&gt;
|&lt;br /&gt;
The black wind howls... one among you will shortly perish. Wheter it comes as a&lt;br /&gt;
burning, punishing wind or a frigid, piercing gale, the black wind is a dreadful&lt;br /&gt;
spell, prophesied to carry death to those who feel it. Only a fool would not&lt;br /&gt;
flee in terror before someone wielding this terrible force.&lt;br /&gt;
&lt;br /&gt;
Black Wind is a Tier 4 offensive spell and can be charged to deliver 1.25x the&lt;br /&gt;
damage. It deals fire and wind-type damage unless altered by combomagic.&lt;br /&gt;
&lt;br /&gt;
On a lethal blow, Black Wind terrifies any remaining enemies in the room, who&lt;br /&gt;
may immediately attempt to flee.&lt;br /&gt;
|-&lt;br /&gt;
|(Water OR Moon) + Wood&lt;br /&gt;
|Grand Dream&lt;br /&gt;
|&lt;br /&gt;
They say this spell banishes its victim to the dream world, but those who&lt;br /&gt;
survive never remember where they&#039;ve been. We only know that sinking into the&lt;br /&gt;
grand dream sends you somewhere for a very long time. Hair goes gray, the body&lt;br /&gt;
rots or turns to stone, covered with moss or mold like something long abandoned&lt;br /&gt;
in the forest.&lt;br /&gt;
&lt;br /&gt;
Grand Dream is a Tier 4 offensive spell and can be charged to deliver 1.25x the&lt;br /&gt;
damage. It deals cold and wood-type damage unless altered by combomagic.&lt;br /&gt;
&lt;br /&gt;
On a lethal blow, Grand Dream fossilizes the victim. Sundry goods may be looted&lt;br /&gt;
from a Grand Dream fossil, their number and quality based on the amount of&lt;br /&gt;
overkill damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Trance&#039;&#039;&#039; - &#039;&#039;Level: 40&#039;&#039; - Lag:---&lt;br /&gt;
:Trance is a passive skill that empowers the user for defeating many enemies consecutively. This triggers when the second foe is defeated ~30 seconds after the first foe.&lt;br /&gt;
:As long as Trance is active, the user gains +2 Magroll/defeated foe, and regenerates mana as if they were asleep.&lt;br /&gt;
:The longer you are in a trance, the more rapidly you must defeat foes to keep the trance going.&lt;br /&gt;
:As a passive skill, trance works as soon as it is practiced above 1%. Higher skill makes it easier to stay in a longer trance.&lt;br /&gt;
*&#039;&#039;&#039;Echomagic&#039;&#039;&#039; - &#039;&#039;Level: 55&#039;&#039; - Lag: ---&lt;br /&gt;
:Echomagic is a toggled skill. When active, all offensive spells will hit a second time, several pulses after the original spell.&lt;br /&gt;
:This increases the mana cost of the original spell by 50%. The power of the echoed spell increases with skill.&lt;br /&gt;
:The echoed spell will target whoever the caster is currently fighting.&lt;br /&gt;
*&#039;&#039;&#039;Staffify&#039;&#039;&#039; - &#039;&#039;Level: 70&#039;&#039; - Lag: ---&lt;br /&gt;
:An Archmage can create a magical [[staff]] by trapping their spells inside of a weapon. The level is based on the caster&#039;s level or the item&#039;s, whichever is lower. The weapon is consumed in the process, and has a single charge. The skill % in the spell you are trying to charge the staff with is a small factor in the creation process.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wind Blade&#039;&#039;&#039; - &#039;&#039;Level: 31&#039;&#039; - Lag: 10 - &#039;&#039;Mana: 64&#039;&#039;&lt;br /&gt;
:Wind Blade is a Tier 2 offensive spell and can be charged to deliver 1.25x the damage. It deals wind-type damage.&lt;br /&gt;
:Wind Blade imposes 17% less lag than comparable spells.&lt;br /&gt;
*&#039;&#039;&#039;Earthslide&#039;&#039;&#039; - &#039;&#039;Level: 32&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 48&#039;&#039;&lt;br /&gt;
:Earthslide is a Tier 2 offensive spell and can be charged to deliver 1.25x the damage. It deals earth-type damage.&lt;br /&gt;
:Earthslide costs 25% less mana than comparable spells.&lt;br /&gt;
*&#039;&#039;&#039;Absolute Zero&#039;&#039;&#039; - &#039;&#039;Level: 33&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 64&#039;&#039;&lt;br /&gt;
:Absolute Zero is a Tier 2 offensive spell and can be charged to deliver 1.25x the damage. It deals cold-type damage.&lt;br /&gt;
:Absolute Zero has much more predictable damage than comparable spells.&lt;br /&gt;
*&#039;&#039;&#039;Lava Wave&#039;&#039;&#039; - &#039;&#039;Level: 34&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 64&#039;&#039;&lt;br /&gt;
:Lava Wave is a Tier 2 offensive spell and can be charged to deliver 1.25x the damage. It deals fire-type damage.&lt;br /&gt;
:After its initial hit, Lava Wave inflicts a lingering burn amounting to 5% damage each pulse for three pulses.&lt;br /&gt;
*&#039;&#039;&#039;Maneater&#039;&#039;&#039; - &#039;&#039;Level: 35&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 64&#039;&#039;&lt;br /&gt;
:Maneater is a Tier 2 offensive spell and can be charged to deliver 1.25x the damage. It deals wood-type damage.&lt;br /&gt;
:Maneater has a small chance to swallow the target whole, dealing ten times the damage and usually ending the fight instantly. This effect is much more likely to occur against small targets.&lt;br /&gt;
*&#039;&#039;&#039;Void Ray&#039;&#039;&#039; - &#039;&#039;Level: 35&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 64&#039;&#039;&lt;br /&gt;
:Void Ray is a Tier 2 offensive spell and can be charged to deliver 1.25x the damage. It deals dark-type damage.&lt;br /&gt;
:Void Ray is weaker than comparable spells but deals double damage any time it is cast at least twice in a row, regardless of the target.&lt;br /&gt;
*&#039;&#039;&#039;Thorn Aegis\Hailstone Barrier\Quartz Guard&#039;&#039;&#039; - &#039;&#039;Level: 38&#039;&#039; - Lag:  12 - &#039;&#039;Mana: 28&#039;&#039;&lt;br /&gt;
:The caster calls forth a shield that has -15AC and reflects back up to 1/4 of the damage taken by the owner.&lt;br /&gt;
:Wood\Moon-Innate evolved wizards learn Thorn Aegis, which reflects as piercing damage.&lt;br /&gt;
:Fire\Earth\None-Innate evolved wizards learn Quartz Guard, which reflects as slashing damage.&lt;br /&gt;
:Water\Wind-Innate evolved wizards learn Hailstone Barrier, which reflects as bludgeoning damage.&lt;br /&gt;
*&#039;&#039;&#039;Cure Osmose&#039;&#039;&#039; - &#039;&#039;Level: 43&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 5&#039;&#039;&lt;br /&gt;
:Osmosis is a status effect that slowly depletes your mana. This spell will cure it.&lt;br /&gt;
*&#039;&#039;&#039;Chrysalis&#039;&#039;&#039; - &#039;&#039;Level: 51&#039;&#039; - Lag: 8 - &#039;&#039;Mana: 40&#039;&#039;&lt;br /&gt;
:Chrysalis produces a shield that can take damage equal to the caster&#039;s maximum MP. Like manashield, the chrysalis takes 50% more damage than the caster would otherwise suffer.&lt;br /&gt;
:Unlike manashield, damage to the chrysalis does not drain MP, but the caster cannot fight from within the chrysalis, and taking any action will cause the chrysalis to immediately shatter open.&lt;br /&gt;
*&#039;&#039;&#039;Megamagic&#039;&#039;&#039; - &#039;&#039;Level: 60&#039;&#039; - Lag: 32 - &#039;&#039;Mana: SPECIAL&#039;&#039;&lt;br /&gt;
:This is a non-elemental attack spell. The damage done by the spell is equal to the wizard&#039;s max mana. However, if a wizard is not at full mana, then HP is taken to make up for the difference between current and max mana.&lt;br /&gt;
*&#039;&#039;&#039;Reverse Polarity&#039;&#039;&#039; - &#039;&#039;Level: 65&#039;&#039; - Lag: 8 - &#039;&#039;Mana: 40&#039;&#039;&lt;br /&gt;
:After Reverse Polarity is cast, for all damage dealt by anyone in the room, most elements will have their damage type inverted, as per the table below. Both spells and elemental physical attacks are affected. Healing is unaffected.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Reverse Polarity&lt;br /&gt;
|-&lt;br /&gt;
|Fire&lt;br /&gt;
|Cold&lt;br /&gt;
|-&lt;br /&gt;
|Energy&lt;br /&gt;
|Water&lt;br /&gt;
|-&lt;br /&gt;
|Wind&lt;br /&gt;
|Earth&lt;br /&gt;
|-&lt;br /&gt;
|Electricity&lt;br /&gt;
|Iron&lt;br /&gt;
|-&lt;br /&gt;
|Wood&lt;br /&gt;
|Dark&lt;br /&gt;
|-&lt;br /&gt;
|Poison&lt;br /&gt;
|Light&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Headology&#039;&#039;&#039; - &#039;&#039;Level: 80&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 150&#039;&#039;&lt;br /&gt;
:A particularly clever Archmage can convince a sentient enemy that they are, in fact, a newt. I&#039;m quite sure you&#039;ll see this is true as well since they will become a tiny, slimy newt worth 0 EXP.&lt;br /&gt;
:This spell has no cooldown.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Elementalist&#039;&#039;&#039;=&lt;br /&gt;
Elementalist is one of two classes a [[#Wizard|Wizard]] may evolve into at level 30.&lt;br /&gt;
&lt;br /&gt;
Mana is raw power, and few understand this primal rule as well as the Elementalists. They are able to impose their will on this power so forcefully that they can turn their attacks back into usable mana, cast more with less, and even instinctively retaliate with spells. While their focus is more narrow than others, the results of their dedication to the elemental powers of mana can not be argued with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*&#039;&#039;&#039;Wildcasting&#039;&#039;&#039; - &#039;&#039;Level: 30&#039;&#039; - Lag: 10&lt;br /&gt;
:Wildcasting is a skill that can be toggled. When active, it allows the user to continue casting spells if they don&#039;t have enough mana, even ZERO. However, casting without mana can lead to some random but detrimental side effects.&lt;br /&gt;
:Additionally, wildcasting cuts spell lag based on the caster&#039;s remaining mana. A manaless caster enjoys a 75% cut in lag, while a caster with more than half mana remaining sees a negligible lag cut.&lt;br /&gt;
*&#039;&#039;&#039;Feedback&#039;&#039;&#039; - &#039;&#039;Level: 40&#039;&#039; - Lag: 0 - &#039;&#039;Mana: 0&#039;&#039;&lt;br /&gt;
:Feedback is a passive skill that is always active once practiced above 1%. Whenever the user casts a spell, the user gains mana according to the amount of damage dealt. This is not limited by the user&#039;s maximum mana, which will temporarily increase to accomodate the gain from feedback, if needed.&lt;br /&gt;
:Feedback includes overkill damage as well as damage affecting multiple targets, as long as the damage occurs from a single spell cast. &lt;br /&gt;
:Although feedback has a long cooldown, feedback will partially activate even while on cooldown, as long as the user deals damage exceeding that of the previous feedback activation.&lt;br /&gt;
:High skill converts a greater percentage of damage into mana.&lt;br /&gt;
*&#039;&#039;&#039;Power Surge&#039;&#039;&#039; - &#039;&#039;Level: 55&#039;&#039; - Lag: --- - &#039;&#039;Mana: 0&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&#039;&#039;&lt;br /&gt;
:Power Surge is a skill that can be toggled. While active, all cast spells will enjoy a 50% power boost(via increasing the level of the spell cast) but suffer a 20% increased failure rate.&lt;br /&gt;
*&#039;&#039;&#039;Counterspell&#039;&#039;&#039; - &#039;&#039;Level: 70&#039;&#039; - Lag: 0 - &#039;&#039;Mana: 0&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&#039;&#039;&lt;br /&gt;
:Counterspell is a skill that can be toggled. When active, it allows the user to immediately counterattack any offensive spell with any offensive spell of their choice. The counterspell induces no lag but costs twice the MP of a regular spell.&lt;br /&gt;
:Counterspells do not consume a Wizard&#039;s Charge. The probability of counterspell activating is based on the user&#039;s skill percentage in counterspell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
*&#039;&#039;&#039;Thunderstorm&#039;&#039;&#039; - &#039;&#039;Level: 31&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 64&#039;&#039;&lt;br /&gt;
:Thunderstorm is a Tier 2 offensive spell, and can be charged to deliver 1.5x the damage.  It has a chance to confuse the target, causing them to randomly attack themselves. It does Electric-type damage. Non-Earth Innate Elementalists learn this.&lt;br /&gt;
*&#039;&#039;&#039;Gyro Ball&#039;&#039;&#039; - &#039;&#039;Level: 32&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 64&#039;&#039;&lt;br /&gt;
:Gyro Ball is a Tier 2 offensive spell, and can be charged to deliver 1.5x the damage. It has a chance to sprain the target, which reduces their movement points to zero. It deals Iron-type damage. Non-Moon Innate Elementalists learn this.&lt;br /&gt;
*&#039;&#039;&#039;Bubblebeam&#039;&#039;&#039; - &#039;&#039;Level: 33&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 64&#039;&#039;&lt;br /&gt;
:Bubblebeam is a Tier 2 offensive spell, and can be charged to deliver 1.5x the damage. It has a high chance to reduce its target&#039;s saves. It does Water-type damage. Non-Fire/None Innate Elementalists learn this.&lt;br /&gt;
*&#039;&#039;&#039;Burst&#039;&#039;&#039; - &#039;&#039;Level: 34&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 64&#039;&#039;&lt;br /&gt;
:Burst is a Tier 2 offensive spell, and can be charged to deliver 1.5x the damage. It also has a chance to burn the target, worsening their AC and damroll. It deals Energy-type damage. Non-Wood Innate Elementalists learn this.&lt;br /&gt;
*&#039;&#039;&#039;Viro Plasm&#039;&#039;&#039; - &#039;&#039;Level: 35&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 64&#039;&#039;&lt;br /&gt;
:Viro Plasm is a Tier 2 offensive spell, and can be charged to deliver 1.5x the normal damage. It also reduces the target&#039;s maximum HP, making the damage it deals difficult to heal. As a result, sometimes targets may appear healthier than they actually are. It does Poison-type damage. Non-Wind Innate Elementalists learn this.&lt;br /&gt;
*&#039;&#039;&#039;Lucent Beam&#039;&#039;&#039; - &#039;&#039;Level: 36&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 64&#039;&#039;&lt;br /&gt;
:Lucent Beam is a Tier 2 offensive spell, and can be charged to deliver 1.5x the normal damage. It also has a chance to daze the target, handicapping their skills briefly. It deals Light-type damage. Non-Water Innate Elementalists learn this.&lt;br /&gt;
*&#039;&#039;&#039;Thorn Aegis\Hailstone Barrier\Quartz Guard&#039;&#039;&#039; - &#039;&#039;Level: 38&#039;&#039; - Lag:  12 - &#039;&#039;Mana: 28&#039;&#039;&lt;br /&gt;
:The caster calls forth a shield that has -15AC and reflects back up to 1/4 of the damage taken by the owner.&lt;br /&gt;
:Wood\Moon-Innate evolved wizards learn Thorn Aegis, which reflects as piercing damage.&lt;br /&gt;
:Fire\Earth\None-Innate evolved wizards learn Quartz Guard, which reflects as slashing damage.&lt;br /&gt;
:Water\Wind-Innate evolved wizards learn Hailstone Barrier, which reflects as bludgeoning damage.&lt;br /&gt;
*&#039;&#039;&#039;Cure Osmose&#039;&#039;&#039; - &#039;&#039;Level: 43&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 5&#039;&#039;&lt;br /&gt;
:Osmosis is a status effect that slowly depletes your mana. This spell will cure it.&lt;br /&gt;
*&#039;&#039;&#039;Cyclone&#039;&#039;&#039; - &#039;&#039;Level: 45&#039;&#039; - Lag: 24 - &#039;&#039;Mana: 150&#039;&#039;&lt;br /&gt;
:Cyclone is a Tier 3 offensive spell. It attacks the entire room, except the caster&#039;s group and can be charged to deliver 1.5x the damage. It causes Wind-type damage. Non-Earth Innate Elementalists learn this.&lt;br /&gt;
*&#039;&#039;&#039;Magnitude&#039;&#039;&#039; - &#039;&#039;Level: 46&#039;&#039; - Lag: 24 - &#039;&#039;Mana: 150&#039;&#039;&lt;br /&gt;
:Magnitude is a Tier 3 offensive spell. It attacks the entire room, except the caster&#039;s group and can be charged to deliver 1.5x the damage. It causes Earth-type damage. Non-Moon Innate Elementalists learn this.&lt;br /&gt;
*&#039;&#039;&#039;Snowy&#039;&#039;&#039; - &#039;&#039;Level: 47&#039;&#039; - Lag: 24 - &#039;&#039;Mana: 150&#039;&#039;&lt;br /&gt;
:Snowy is a Tier 3 offensive spell. It attacks the entire room, expect the caster&#039;s group and can be charged to deliver 1.5x the damage. It causes Cold-type damage. Non-Fire/None Innate Elementalists learn this.&lt;br /&gt;
*&#039;&#039;&#039;Pyroclasm&#039;&#039;&#039; - &#039;&#039;Level: 48&#039;&#039; - Lag: 24 - &#039;&#039;Mana: 150&#039;&#039;&lt;br /&gt;
:Pyroclasm is a Tier 3 offensive spell. It attacks the entire room, except the caster&#039;s group and can be charged to deliver 1.5x the damage. It causes Fire-type damage. Non-Wood Innate Elementalists learn this.&lt;br /&gt;
*&#039;&#039;&#039;Petal Burst&#039;&#039;&#039; - &#039;&#039;Level: 49&#039;&#039; - Lag: 24 - &#039;&#039;Mana: 150&#039;&#039;&lt;br /&gt;
:Petal burst is a Tier 3 offensive spell. It attacks the entire room, except the caster&#039;s group and can be charged to deliver 1.5x the damage. It causes Wood-type damage. Non-Wind Innate Elementalists learn this.&lt;br /&gt;
*&#039;&#039;&#039;Nebula&#039;&#039;&#039; - &#039;&#039;Level: 50&#039;&#039; - Lag: 24 - &#039;&#039;Mana: 150&#039;&#039;&lt;br /&gt;
:Nebula is a Tier 3 offensive spell. It attacks the entire room, except the caster&#039;s group and can be charged to deliver 1.5x the damage. It causes Dark-type damage. Non-Water Innate Elementalists learn this.&lt;br /&gt;
*&#039;&#039;&#039;Calm&#039;&#039;&#039; - &#039;&#039;Level: 51&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 200&#039;&#039;&lt;br /&gt;
:Peaceful thoughts and good vibrations flow through the air when the Calm spell is cast. All enemies in the room are overcome with an overpowering mellowness, breaking up any current fights. For a brief period afterwards, the targets will suffer reduced damroll and be unable to initiate combat.&lt;br /&gt;
:Fights with more participants are harder to stop. Calm can be charged to increase its likelihood of success.&lt;br /&gt;
*&#039;&#039;&#039;Megamagic&#039;&#039;&#039; - &#039;&#039;Level: 60&#039;&#039; - Lag: 32 - &#039;&#039;Mana: 0&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&#039;&#039;&lt;br /&gt;
:This is a non-elemental attack spell. The damage done by the spell is equal to the wizard&#039;s max mana. However, if a wizard is not at full mana, then HP is taken to make up for the difference between current and max mana.&lt;br /&gt;
*&#039;&#039;&#039;Wall Change&#039;&#039;&#039; - &#039;&#039;Level: 65&#039;&#039; - Lag: 16 - &#039;&#039;Mana: 50&#039;&#039;&lt;br /&gt;
:An expert Elementalist can alter the elemental strengths and weaknesses of himself or others. Casting Wall Change imbues a target with the major and minor elemental resistances of a random innate, as well as the corresponding vulnerabilities.&lt;br /&gt;
:Successive castings of the spell will randomly assign new resistances and vulnerabilities. Wall Change can be used on both allies and enemies. When charged, the effects from this spell last twice as long.&lt;br /&gt;
*&#039;&#039;&#039;Headology&#039;&#039;&#039; - &#039;&#039;Level: 80&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 150&#039;&#039;&lt;br /&gt;
:A particularly clever Witch can convince a sentient enemy that they are, in fact, a newt. I&#039;m quite sure you&#039;ll see this is true as well since they will become a tiny, slimy newt worth 0 EXP.&lt;br /&gt;
:This spell has no cooldown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Wizard Innate Spell Chart&#039;&#039;&#039;=&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ Wizard Spells By Innate&lt;br /&gt;
|- &lt;br /&gt;
! Innate&lt;br /&gt;
! Damage Type&lt;br /&gt;
! Tier 1&lt;br /&gt;
! Tier 2&lt;br /&gt;
! AoE&lt;br /&gt;
|-&lt;br /&gt;
| EARTH || Earth &amp;lt;br&amp;gt; Iron || Gem Missile &amp;lt;br&amp;gt; --- || Earthslide &amp;lt;br&amp;gt; Gyro Ball || Magnitude &amp;lt;br&amp;gt; ---&lt;br /&gt;
|-&lt;br /&gt;
| WIND || Wind &amp;lt;br&amp;gt; Electricity || Air Blast &amp;lt;br&amp;gt; --- || --- &amp;lt;br&amp;gt; Thunderstorm || Cyclone &amp;lt;br&amp;gt; ---&lt;br /&gt;
|-&lt;br /&gt;
| WOOD || Wood &amp;lt;br&amp;gt; Poison || Rhizome Lance &amp;lt;br&amp;gt; --- || --- &amp;lt;br&amp;gt; Viro Plasm || Petal Burst &amp;lt;br&amp;gt; ---&lt;br /&gt;
|-&lt;br /&gt;
| FIRE || Fire &amp;lt;br&amp;gt; Energy || Fireball &amp;lt;br&amp;gt; --- || Lava Wave &amp;lt;br&amp;gt; Burst  || Pyroclasm &amp;lt;br&amp;gt; ---&lt;br /&gt;
|-&lt;br /&gt;
| WATER || Water &amp;lt;br&amp;gt; Ice || --- &amp;lt;br&amp;gt; Ice Smash || Bubblebeam &amp;lt;br&amp;gt; --- || Surf &amp;lt;br&amp;gt; ---&lt;br /&gt;
|-&lt;br /&gt;
| MOON || Light &amp;lt;br&amp;gt; Dark || --- &amp;lt;br&amp;gt; Darkside || Lucent Beam &amp;lt;br&amp;gt; --- || &#039;&#039;Halo&#039;&#039; &amp;lt;br&amp;gt; Nebula&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Italicized spells are not learned naturally.&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Main_Page&amp;diff=4438</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Main_Page&amp;diff=4438"/>
		<updated>2023-01-26T17:52:31Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: AotM updated for Jan2023&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file:Logo.png|center|400px|link=https://www.cleftofdimensions.net]]&lt;br /&gt;
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{| style=&amp;quot;width: 100%&amp;quot; &lt;br /&gt;
! style=&amp;quot;width: 25%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Gameplay Info&lt;br /&gt;
! style=&amp;quot;width: 25%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Game Content&lt;br /&gt;
! style=&amp;quot;width: 25%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Roleplaying&lt;br /&gt;
! style=&amp;quot;width: 25%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Community&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-------------------------------------------------------------------------------------&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: #b6f2d0;&amp;quot; | &lt;br /&gt;
;[[Newbie Guide|&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;Newbie Guide&amp;lt;/span&amp;gt;]]&lt;br /&gt;
;[[Classes]]&lt;br /&gt;
:[[Knight]] • [[Warrior]] • [[Thief]] • [[Wizard]] • [[Priest]] • [[Summoner]] • [[Geomancer]] • [[Dancer]]&lt;br /&gt;
&lt;br /&gt;
;[[Races]]&lt;br /&gt;
:&#039;&#039;&#039;[[:Category:Creatures|List of Races]]&#039;&#039;&#039; • [[Humans]] • [[Espers]] • [[Giganto]] • [[Hylians]] • [[Koopas]] • [[Moogles]] • [[Matangui]] • [[Pumpkinheads]] • [[Reploids]] • [[Saiyans]] • [[Kirbies]] •  [[Jumi]] • [[Lobstermen]] • [[Nui]] • [[Ranboobs]] • [[Kokiri]]&lt;br /&gt;
&lt;br /&gt;
;[[Statistics|Player Statistics]]&lt;br /&gt;
&lt;br /&gt;
;[[Skills]] and [[Spells]]&lt;br /&gt;
:[[Quest Skills]]&lt;br /&gt;
&lt;br /&gt;
;[[Item Types]]&lt;br /&gt;
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&amp;lt;!-------------------------------------------------------------------------------------&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: #b6f2d0;&amp;quot; | &lt;br /&gt;
;[[Portal:Areas|&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;Areas Portal&amp;lt;/span&amp;gt;]]&lt;br /&gt;
:&#039;&#039;&#039;[[Geography]]&#039;&#039;&#039; • [[Area of the Month]] • [[:Category:Areas|List of Areas]] • [[Economy]] •  [[Player_Housing|Player Housing]]&lt;br /&gt;
&lt;br /&gt;
;[[Portal:Lore|&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;Lore Portal&amp;lt;/span&amp;gt;]]&lt;br /&gt;
:&#039;&#039;&#039;[[History]]&#039;&#039;&#039; • [[:Category:Non-player Characters|List of Non-player Characters]] • [[Religion]] • [[Layers of the Cleft]] • [[Magic]]&lt;br /&gt;
&lt;br /&gt;
;[[Special Events]]&lt;br /&gt;
:&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;[[2012 Scavenger Hunt]]&amp;lt;/span&amp;gt; • [[2010 Fall Deathmatch]] • [[DK Coins|2010 Scavenger Hunt - DK Coins]] • [[Chaos Clans]] • [[Minigames]] • [[Utensil Wars]]&lt;br /&gt;
&lt;br /&gt;
;[[Physics]]&lt;br /&gt;
:[[Astronomy]] • [[Time]]&lt;br /&gt;
&lt;br /&gt;
;[[Raid Bosses]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-------------------------------------------------------------------------------------&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: #b6f2d0;&amp;quot; | &lt;br /&gt;
;&#039;&#039;&#039;[[Portal:RP|&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;RP Portal&amp;lt;/span&amp;gt;]]&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;[[Major Story Arcs]]&#039;&#039;&#039;&lt;br /&gt;
:[[:Category:Player Characters|List of Player Characters]] • [[Character Applications]] • [[Rules for Creating Player Character Articles]] • [[RP_Logs|RP Logs]]• [[World_Notes|World Notes]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;[[Clans]]&#039;&#039;&#039;&lt;br /&gt;
:[[:Category:Clans|List of Clans]] • [[Clan Halls]]&lt;br /&gt;
&lt;br /&gt;
;[http://cleftchatbeta.forumotion.com/ Cleft of Dimensions RP Forum]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: #b6f2d0;&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
;Miscellaneous&lt;br /&gt;
:[[Recipes]] • [[Music of the Cleft]] • [[Immortal_Shops|Immortal Shops]] • [[Credits|MUD Credits]] • [[MUD Clients]]&lt;br /&gt;
&lt;br /&gt;
;Staff Updates&lt;br /&gt;
:[[Staff_Meeting_Minutes#Staff_Meeting_2-29-2020|Staff Meeting Minutes for 2-29-2020]]&lt;br /&gt;
:[[Staff_Meeting_Minutes#Staff_Meeting_2-16-2019|Staff Meeting Minutes for 2-16-2019]]&lt;br /&gt;
:[[Staff_Meeting_Minutes#Staff_Meeting_1-3-2018|Staff Meeting Minutes for 1-3-2018]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- ###################################################################################### --&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%&amp;quot; &lt;br /&gt;
! style=&amp;quot;width: 33%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Game Updates&lt;br /&gt;
! style=&amp;quot;width: 33%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0340a6;&amp;quot; | Area of the Month&lt;br /&gt;
! style=&amp;quot;width: 33%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0340a6;&amp;quot; | Featured Article&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-------------------------------------------------------------------------------------&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: #b6f2d0;&amp;quot; | &lt;br /&gt;
[[Changes_Log|&#039;&#039;&#039;Most Recent Updates to The Cleft of Dimensions&#039;&#039;&#039;]]&lt;br /&gt;
* [[Changes_Log#Changes_17_Jan_23|Changes 17 Jan 23]]: Practices can be used to 100%, other various changes&lt;br /&gt;
* [[Changes_Log#Changes_03_Jan_23|Changes 03 Jan 23]]: Resurrect spell fix&lt;br /&gt;
* [[Changes_Log#Changes_12_Oct_22|Changes 12 Oct 22]]: Fixes for Whirlwind and Manashield, back-end fixes and updates.&lt;br /&gt;
* [[Changes_Log#Changes_15_June_22|Changes 15 June 22]]: The [[Dimensional_Corridor|Dimensional Corridor]], a writing assistant, is now linked in the [[Monotoli_Building|Monotoli Building]]!&lt;br /&gt;
* [[Changes_Log#Changes_17_May_22|Changes 17 May 22]]: [[Knight]] Class revamped!&lt;br /&gt;
* [[Changes_Log#Changes 08 Apr 22|Changes 08 Apr 22]]: Misc tweaks and fixes.&lt;br /&gt;
* [[Changes_Log#Changes 17 Mar 22|Changes 17 Mar 22]]: Misc tweaks and fixes.&lt;br /&gt;
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| style=&amp;quot;vertical-align:top; background-color: #b6f2d0;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;[[Area_of_the_Month | Area of the Month]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Area of the Month for January 2023 is [[January_2023:_Alfador_Isle|Alfador Isle]]!&lt;br /&gt;
&lt;br /&gt;
Check out Medina, get lost in a castle, and more; then share your experiences for some [[Player_Housing|restring tokens]]!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-------------------------------------------------------------------------------------&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: #b6f2d0;&amp;quot; | &lt;br /&gt;
{{FeaturedArticle}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%&amp;quot; &lt;br /&gt;
! style=&amp;quot;width: 33%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Builder Compendium&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: #b6f2d0;&amp;quot; | &lt;br /&gt;
;Builder Info&lt;br /&gt;
:[[Building Guide]] • [[Mprog Compendium]] • [[Flags Compendium]] • [[Builder Applications]] • [[Forum For Proposing Racial Abilities]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
On this page, we will try to present and iron out all the hard facts of the [http://cod.mudmagic.com Cleft of Dimensions] universe. Yes, we&#039;re probably making a lot of this stuff up as we go along. Regardless - this is canon in the making!&lt;br /&gt;
&lt;br /&gt;
Any and all CoD staff members are invited to make contributions to the article pages. However, if you&#039;re adding something controversial, make sure to discuss it on a discussion page first. All CoD players are invited to make contributions to the discussion pages, but I ask that you don&#039;t modify the article pages.&amp;lt;br&amp;gt;&lt;br /&gt;
- MTS 11:02, 5 February 2006 (PST)&lt;br /&gt;
&lt;br /&gt;
Clan leaders can create and edit pages for their clan at their discretion, also. This way, we resolve the headache of keeping the main website updated continually.&amp;lt;br&amp;gt;&lt;br /&gt;
- Ben 10:27, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nature and Nature&#039;s Laws lay hid in night;&amp;lt;br&amp;gt;God said, &#039;Let Newton be!&#039; -- And all was light.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4437</id>
		<title>January 2023: Alfador Isle</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4437"/>
		<updated>2023-01-26T17:52:15Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: Added Category tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Area of the Month for June 2021 is [[Alfador_Isle|Alfador Isle]]!&lt;br /&gt;
&lt;br /&gt;
A template format for your review is below; click &#039;edit&#039; at the top of the page, copy-pasta from the &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt; to the next &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt;, and fill in the gaps!&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;&#039;&#039;&#039;Yes,&#039;&#039;&#039;&#039;&#039; a wiki account is required to edit the page and therefore post your review, but take heart: The wiki is hosted by the Cleft itself, not a third party!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player: You!(Class/Level)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Date(s): &#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Descriptions: X/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
How does the area&#039;s room descriptions(descs) work for you? Do they give you a good idea of the area? Do things that stand out in the desc and NEED explanation GET that, either from flavor text(extra-descs) or NPCs in the room or anything?&lt;br /&gt;
&lt;br /&gt;
What about mobiles(mobs) and their descriptions? Can you get a decent mental image of who or what this NPC/monster is? Do they respond when you talk or interact with them?&lt;br /&gt;
&lt;br /&gt;
Some areas have interact-able objects like fountains. Do they stack up well also?&lt;br /&gt;
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&#039;&#039;&#039;Balance: X/10 (OR N/A)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(NOTE: combat will be most accurately gauged when your character is in the area&#039;s suggested level range.)&lt;br /&gt;
&lt;br /&gt;
If this area has combat, how does it feel? Does anything jump as horribly overpowered and impossible to deal with? What about the flipside, anything far too easy to beat? &lt;br /&gt;
&lt;br /&gt;
Are purchased or rewarded items at the appropriate strength levels? Is the effort required to obtain rewarded items reflected in their usefulness (or uniqueness and fancifulness)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: X/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Why would you suggest someone come to this area?&lt;br /&gt;
Is it just a good place to grind experience(lots of mobs)?&lt;br /&gt;
Does the area provide a chunk of good gold and loot?&lt;br /&gt;
&lt;br /&gt;
What about the quests? Does this area&#039;s quests feel properly done, or is there some part of it that you feel needs work?&lt;br /&gt;
&lt;br /&gt;
For towns, are the shops good? Any other non-combative attraction for the area?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: X/10 &#039;&#039;&#039;&lt;br /&gt;
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How easily and well does this area connect to its nearby areas?&lt;br /&gt;
Does it make sense thematically to be connected to the areas it is?&lt;br /&gt;
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----&lt;br /&gt;
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[[Category:Area of the Month]]&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=June_2021:_Midnight_Gardens&amp;diff=4436</id>
		<title>June 2021: Midnight Gardens</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=June_2021:_Midnight_Gardens&amp;diff=4436"/>
		<updated>2023-01-26T17:51:27Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: Adding Category tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Area of the Month for June 2021 is the [[Midnight_Gardens|Midnight Gardens]]!&lt;br /&gt;
&lt;br /&gt;
A template format for your review is below; click &#039;edit&#039; at the top of the page, copy-pasta from the &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt; to the next &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt;, and fill in the gaps!&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;&#039;&#039;&#039;Yes,&#039;&#039;&#039;&#039;&#039; a wiki account is required to edit the page and therefore post your review, but take heart: The wiki is hosted by the Cleft itself, not a third party!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player: You!(Class/Level)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Date(s): &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: X/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
How does the area&#039;s room descriptions(descs) work for you? Do they give you a good idea of the area? Do things that stand out in the desc and NEED explanation GET that, either from flavor text(extra-descs) or NPCs in the room or anything?&lt;br /&gt;
&lt;br /&gt;
What about mobiles(mobs) and their descriptions? Can you get a decent mental image of who or what this NPC/monster is? Do they respond when you talk or interact with them?&lt;br /&gt;
&lt;br /&gt;
Some areas have interact-able objects like fountains. Do they stack up well also?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: X/10 (OR N/A)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(NOTE: combat will be most accurately gauged when your character is in the area&#039;s suggested level range.)&lt;br /&gt;
&lt;br /&gt;
If this area has combat, how does it feel? Does anything jump as horribly overpowered and impossible to deal with? What about the flipside, anything far too easy to beat? &lt;br /&gt;
&lt;br /&gt;
Are purchased or rewarded items at the appropriate strength levels? Is the effort required to obtain rewarded items reflected in their usefulness (or uniqueness and fancifulness)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: X/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Why would you suggest someone come to this area?&lt;br /&gt;
Is it just a good place to grind experience(lots of mobs)?&lt;br /&gt;
Does the area provide a chunk of good gold and loot?&lt;br /&gt;
&lt;br /&gt;
What about the quests? Does this area&#039;s quests feel properly done, or is there some part of it that you feel needs work?&lt;br /&gt;
&lt;br /&gt;
For towns, are the shops good? Any other non-combative attraction for the area?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: X/10 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
How easily and well does this area connect to its nearby areas?&lt;br /&gt;
Does it make sense thematically to be connected to the areas it is?&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
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&#039;&#039;&#039;Player: Coeurl, as Remi (Geomancer/15-18)&#039;&#039;&#039; --TOKEN&#039;D&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 5/26-5/29&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: 7/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The descriptions paint a good picture of the area. The amount of extra descriptions I spotted seemed to be about right. &lt;br /&gt;
&lt;br /&gt;
There are actually several rooms with a stream or fountain that cannot be drunk from but there is a room with a functioning fountain so it&#039;s probably okay that every single room isn&#039;t a source of water.&lt;br /&gt;
&lt;br /&gt;
There are a couple of areas with repeating descriptions but the POINT of those areas is to be mazelike and difficult to navigate so this is not a negative.&lt;br /&gt;
&lt;br /&gt;
There is a gazebo in one room with an extra description with no way to interact with. This isn&#039;t NECESSARILY a bad thing but I was a little disappointed there wasn&#039;t a little more to check out there. Another room has some statues I wanted to get a closer look at but had no extra descs. This is really nitpicking though.&lt;br /&gt;
&lt;br /&gt;
You can attack the featured quest NPC (if you are some kind of a monster) and they do not have a special reaction or seem to have any mprogs. Seems like this should either be fixed or they should not be attackable. &lt;br /&gt;
&lt;br /&gt;
Every mob that I talked to responded, which I like to see. &lt;br /&gt;
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&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The area struck me as quite well tuned overall. It&#039;s incredibly annoying that engaging a Crawler is basically GUARANTEED Blight and you&#039;ll watch a ton of your HP tick away after combat ends, but some mobs can just be annoying. As a vanilla geomancer I was challenged enough that I needed to rest reasonably often but didn&#039;t find anything that I absolutely COULD NOT kill.&lt;br /&gt;
&lt;br /&gt;
The Porobin Hoods are going to be a little bit rough if you come there on the low end (it&#039;s a level 16-25 zone, and they&#039;re level 21) and they&#039;re harder to completely ignore because they can steal from you, but at least you can somewhat prepare for that because banks exist. Other than Crawlers they were probably the most frustrating to deal with because they hit fairly hard and money you pick up in the area isn&#039;t safe.&lt;br /&gt;
&lt;br /&gt;
In fact, the major boss of the area was incredibly challenging, but still possible to solo. I was able to beat it on my own, but it required spamming the pumpkin pombs that I had collected in the area and I was in the single digits in HP. That strikes me as about perfect in terms of difficulty level. As a solo character I would not have been able to win if I had gone in any less prepared.&lt;br /&gt;
&lt;br /&gt;
There&#039;s a light you can obtain in the area that&#039;s thematically cool, but it has a negligible bonus and doesn&#039;t last for very long so it&#039;s a little disappointing. There are a couple of items that fill rarer equipment slots that are cool, though.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Attractions: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I was completely prepared to totally hate my life here because navigating non-linear mazes is not one of my strong points but weirdly, I enjoyed it a lot more than I expected! If you&#039;re unobservant as hell like me, drawing a map and finding a way to mark the rooms you&#039;ve been in is extremely helpful.&lt;br /&gt;
&lt;br /&gt;
It would not be the wor----&lt;br /&gt;
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&#039;&#039;&#039;Player: Deim, as Aelys (Elementalist 100/21-remort)&#039;&#039;&#039; --TOKEN&#039;D&lt;br /&gt;
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&#039;&#039;&#039;Review Date(s): 7-6-2021&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Descriptions: 7/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Midnight Gardens looks and feels nice. You can tell it is what it says on the tin, a lovingly made garden to enjoy for a night time stroll. Past that first impression though, it shows its age, in that quite a few would be extra-descs pointed out in the room-descs, don&#039;t actually pan out as viewable. Given the very large span of the Zone, this is not entirely un-expected, it would amount to an awful lot of extra-descs, but it makes it feel less then it could-be, given there are still some earlier in that do pan-out.&lt;br /&gt;
The mobs though are again, nice, the descriptions are fitting and you can tell their inspirations for the most part. Interactively some of them feel a bit repetitive in their responses, especially the sapient ones, not the trash fight- mobs, but again, its a large zone, and bonus-points for even having Talk-responses including some downright hilarious ones.&lt;br /&gt;
For a Garden, it feels somewhat lifeless, in that the plants are not all that interactive, or at least the extra-desc ones. Yes, there are entire rooms set aside for treasure-chest flowers, a nice thematic touch. But what about all the &lt;br /&gt;
other flowers hinted at, this feels like a missed opportunity, which is somewhat of a recurring theme for the zone.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Balance: 6/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For such a large zone, it&#039;s Mob-density is actually quite nice, if somewhat scattered about, leaving entire sections feeling lifeless and, admittedly, allowing you to enjoy the pretty scenery. The Mob-diversity though, needs a lot of work. Again, it feels like a missed opportunity to not have more variety of Bugs and other garden pests around. The Bees in particular, are very repetitive, and could use more diversity. While the furthest part, is actually the best represented area for diversity. Which fits, since its also the most &#039;wild and overgrown&#039; part.&lt;br /&gt;
Awarded and Dropped Items are somewhat of a mixed bag, some are level appropriate, others are wildly not-level appropriate.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Attractions: 5/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Quite frankly I would not actually recommend Midnight Gardens past a single visit per remort. The Main, and only Quest in the Area is very nice, and in fact, very recommendable for its fun interactivity and its rewards, which is why it doesnt get a worse grade. But given that is all the area revolves around, once that&#039;s done, so then, are you. The Mob-density is alright for leveling, but it&#039;s scattered across a vast and large zone, which is not a good thing for leveling and the mob diversity, as and equally important, leaves much to be desired for leveling seriously. It works for during the quest, but as &#039;go there for this level range&#039;, nope.&lt;br /&gt;
Which, in all is rather sad, since it is a very large Zone, and it contains a lot of hints and possibilities for expansion, both the Zone itself, and More Quests there or near-it.&lt;br /&gt;
Some of the Dropped items have some potential, see wildly not-level appropriate, but a single pass through to do it&#039;s Quest should net you all that you need from that if such suits you.&lt;br /&gt;
Without wanting to enjoy a visit to a nice garden, there is thus really no reason to ever return here, which is again, rather sad.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Connections: 6/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Geographically, it makes sense for where it is, in that it is the place where the Moon Mana Stone is placed that makes Eternal Night a thing for the region. &lt;br /&gt;
Past that, it is a dead-end connection-wise, and devilishly tricky to find, let alone visit the first-time.&lt;br /&gt;
It has a lot of missed opportunities to connect to other-places, the Moon Tower itself, the Beast Kingdom and so-on. But given those other-places are non-existent at this point in time, that makes sense.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Personal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Midnight Gardens is nice as it is, and is a Good, fun zone. The Quest the entire zone revolves around is a joy to play the first time, and on repeat visits the next remort over. And it is exactly because of that, that it hurts that there is not in fact more to do there. It has a good foundation to be Great, but it settles for being Good.&lt;br /&gt;
More ExtraDescs, More HiddenPathways in the Maze, and More Mob-Diversity; But mostly, More Quests.&lt;br /&gt;
Give an actual reason to return to the Gardens, preferably by following up on its Main Quest so that To Be Continued proves True, or even better let us visit the Moon Tower and Fight Another ManaBeastie at its Top.st place to get experience, but it&#039;s not the best. There is at least one unique item that I can see being useful for a long time after you outlevel most of the benefits of the zone.&lt;br /&gt;
&lt;br /&gt;
The quest list does feel a bit short, with only one quest in the area that can be completed. It is, however, a slightly longer quest that could end up taking a very long time depending on how lost you get or how hard the hints are for you to piece together.&lt;br /&gt;
&lt;br /&gt;
Also, being as vague as possible to avoid qinfo, there is an item in the area that you will need to proceed if you didn&#039;t come prepared. I couldn&#039;t figure out a way to obtain the item without being a murderhobo, and I think I would have liked a less violent method to procure the item, given that it came from an a peaceful NPC. This could be another quest in the area, maybe?&lt;br /&gt;
&lt;br /&gt;
I found no shops in the area.&lt;br /&gt;
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&#039;&#039;&#039;Connections: 10/10 &#039;&#039;&#039;&lt;br /&gt;
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Elaborate garden connects to a forest. Sure, I have no trouble seeing it. Lots of plants either way, one is just more cultivated.&lt;br /&gt;
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&#039;&#039;&#039;Player: Ryrol (Thief 13/1 remort at time of review)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Date(s): JUNE 18 2021&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: 7/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I enjoy the room descriptions in this area. The verbiage is varied, the rooms feel distinct from one another, and for a newer player to MUDs I think there are a few tricks they can learn from navigating the area. The NPCs feel distinct, despite most of the ones having information are not very distinguishing by short description. Unfortunately so far I think the flavor text is a bit lacking (or hard to find), I tend to read rooms and look for keywords, and I didn&#039;t really find things at all, especially where I really would think there should be (possibly because of quests there are things in the room description that become more noticeable later, but truthfully coming in and looking as a observer nothing really stood out). As a person who specifically enjoys finding the &amp;quot;little touches&amp;quot; in a room, that was probably the biggest downside (for me) in this area so far.&lt;br /&gt;
&lt;br /&gt;
It&#039;s nice there is both a food and water source in the area, it does help give it a &amp;quot;lived in&amp;quot; feel, however with the exception of wandering enemies, things do feel a little static. There are also some benches, and while I&#039;m not sure if they give a resting bonus, they do help give some flair. Without strong extra descs, I would hope there would at least a few more objects to look at, but have no complaints about the ones currently on display.&lt;br /&gt;
&lt;br /&gt;
I think the enemies are interesting, and there are a few different styles of enemy on display here that not make combat interesting. At the moment I&#039;m not getting any alignment changes from any kills, which I feel could be worked on. I will say some areas feel like they are far more dense than others, which would be fine except most of the mobiles are grouped in one area together, and as stated before, not much to differentiate them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: N/A&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I am underleveled for the area, so I will not give it a score, but I will make a few comments on the combat.&lt;br /&gt;
&lt;br /&gt;
As mentioned before, there are a few different mob combat styles on display here (poisoners, stealers, strong melee, casters) so I think a player or group of players will find something they like in the area at one level range or another. There is (more or less) a clear separation of the area between the higher and lower level mobs, and most don&#039;t seem aggressive so you can move freely to the places you&#039;d like.&lt;br /&gt;
&lt;br /&gt;
I think some people would not like some of the mobs because of their combat or out of combat effects, but personally I find this to be a positive. I enjoy varied and challenging combat, so the less a mob just plain auto attacks, the happier I am. Especially in an area where mobs are not aggressive or link, I don&#039;t mind a more challenging battle. That being said, I think someone looking for easier or more straightforward combat will avoid this place.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Attractions: 4/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I feel there are a few reasons players would come to this area, but I think in general most coming for a &#039;&#039;&#039;specific&#039;&#039;&#039; reason will feel underwhelmed.&lt;br /&gt;
&lt;br /&gt;
Someone coming for quests may get frustrated if they are newer to MUDs. As mentioned in another review, I feel the ability to continue the quest relies on aggressive tactics, or an unforeseen method. This is an issue with many quests at the moment, where deductive and inductive reasoning are not helpful, and one must turn to outside sources or nonsensical actions to solve a quest. If it wasn&#039;t for one little hiccup, I would have really enjoyed the only quest in the area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think someone could level here, but I don&#039;t think someone who is looking to streamline the leveling process will. Considering it is based in an area for more seasoned players (closer to Viorar), many players are set in what they want for mobs, and this isn&#039;t it. As I mentioned before, I don&#039;t think the area is bad for leveling, but considering only one quest and the style of mobs, experience grinders won&#039;t visit.&lt;br /&gt;
&lt;br /&gt;
The gold and loot seem fine for the area, maybe a bit more powerful for someone (it seems a lot of the gear will become available more for when you leave the area, which is helpful but kills the vibe of finding something and being able to try it out right away). Once again, I don&#039;t think someone will come here specifically for the loot, but I think someone can find some decent things coming here.&lt;br /&gt;
&lt;br /&gt;
There weren&#039;t any shops I could find in the area.&lt;br /&gt;
&lt;br /&gt;
To recap:&lt;br /&gt;
&lt;br /&gt;
- I think it lacks flavor for exploring players&lt;br /&gt;
&lt;br /&gt;
- It lacks an overall grindable mob for xp players&lt;br /&gt;
&lt;br /&gt;
- It lacks strong loot for optimized players&lt;br /&gt;
&lt;br /&gt;
- It lacks quests for questing players&lt;br /&gt;
&lt;br /&gt;
It saddens me, because I think Midnight Gardens wanted to be all of these things, but fell short. I think a player could come here and still find fun, but I don&#039;t think it will be recommended by others. There are better quests, better mobs, better loot, and a better feel elsewhere, and even while none of those are strong enough to hold up on their own, the overall experience feels lacking as well. I personally don&#039;t think I&#039;d come back unless it would be to quickly do the quest again and be on my way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: 6/10 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The area is where it says it is, and for newer players it&#039;s clearly highlighted in both the map and atlas. I think the process of getting there might be a little... strained the first time, but it is not quest blocked nor is needlessly difficult to find.&lt;br /&gt;
&lt;br /&gt;
There is only one real connection, which... it is a hedge maze, so I can&#039;t fault it too much. I suppose I&#039;m of the mind I think the connection could be better, or maybe just a little more visible, but I don&#039;t have a clear solution as to how.&lt;br /&gt;
&lt;br /&gt;
If the connection remained unchanged, I don&#039;t think I would be too bothered, especially compared to the other issues within the area.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- slurmp had a review here but mediawiki is allergic to it --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Area of the Month]]&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Area_of_the_Month&amp;diff=4435</id>
		<title>Area of the Month</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Area_of_the_Month&amp;diff=4435"/>
		<updated>2023-01-26T17:50:42Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: Minor Clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every month or so a completed area will be randomly selected to be reviewed by anyone interested. Both staff and players are invited to directly edit the page but please do not modify other comments. Please use the best possible spelling and grammar you are capable of. Please write constructive reviews and feel free to offer concrete suggestions for improvement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All players who review an area will receive two(2) restring tokens, with sufficiently detailed and helpful reviews(Per Funslash&#039;s opinion) receiving an Immortal Token.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
ALSO:  any NEW players (aka not you kids that have been around for several months) will be allowed to  submit ONE(1) &#039;out of season&#039; review of any zone up to around level 15, and it will be subjected to the usual AotM rules and rewards.&lt;br /&gt;
KEEP IN MIND: Any extra reviews are always accepted; and if we decide to do an AotM of a place you &amp;quot;recently&amp;quot; reviewed, I will consider your review of said area &#039;in season&#039;(and therefore eligible for a reward) once the AotM comes up. (So no double-dipping!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Area Reviews ==&lt;br /&gt;
&lt;br /&gt;
[[Dec 2006: Saturn Valley]]&lt;br /&gt;
&lt;br /&gt;
[[Jan 2007: Zork]]&lt;br /&gt;
&lt;br /&gt;
[[Feb 2007: Joel Island]]&lt;br /&gt;
&lt;br /&gt;
[[Mar 2007: Monotoli Building]]&lt;br /&gt;
&lt;br /&gt;
[[Apr 2007: Frosty Forest]]&lt;br /&gt;
&lt;br /&gt;
[[Jan 2008: Donut Plains]]&lt;br /&gt;
&lt;br /&gt;
[[Jun 2008: Madra Ice Field]]&lt;br /&gt;
&lt;br /&gt;
[[Jul 2008: Zigolis Swamp]]&lt;br /&gt;
&lt;br /&gt;
[[Sep 2009: McNeil Woods]]&lt;br /&gt;
&lt;br /&gt;
[[Oct 2009: Lelanol&#039;s Lair]]&lt;br /&gt;
&lt;br /&gt;
[[Nov 2009: Angel Tower]]&lt;br /&gt;
&lt;br /&gt;
[[Dec 2009: El Nido Triangle]]&lt;br /&gt;
&lt;br /&gt;
[[Jan 2010: Cactuar Island]]&lt;br /&gt;
&lt;br /&gt;
[[Feb 2010: Haunted Wasteland]]&lt;br /&gt;
&lt;br /&gt;
[[Mar 2010: Arlia]]&lt;br /&gt;
&lt;br /&gt;
[[Sep 2010: Sea of Wonders]]&lt;br /&gt;
&lt;br /&gt;
[[Oct 2013: Gigantos Stronghold]]&lt;br /&gt;
&lt;br /&gt;
[[Jan 2018: Truce]]&lt;br /&gt;
&lt;br /&gt;
[[Feb 2018: Viorar]]&lt;br /&gt;
&lt;br /&gt;
[[Mar_2018:_Chocobo_Forest|Mar 2018: Chocobo Forest]]&lt;br /&gt;
&lt;br /&gt;
[[Apr_2018:Booster_Tower|Apr 2018: Booster Tower]]&lt;br /&gt;
&lt;br /&gt;
[[May_2018:_Lea_Monde|May 2018: Lea Monde]]&lt;br /&gt;
&lt;br /&gt;
[[July_2018:_Faron_Woods|July 2018: Faron Woods]]&lt;br /&gt;
&lt;br /&gt;
[[September_2018:_Safari_Zone|September 2018: Safari Zone]]&lt;br /&gt;
&lt;br /&gt;
[[October_2018:_Barrel_Volcano|October 2018: Barrel Volcano]]&lt;br /&gt;
&lt;br /&gt;
[[November_2018:_Rabite_Forest|November 2018: Rabite Forest]]&lt;br /&gt;
&lt;br /&gt;
[[December_2018:_R-Y_Factory_Ruins|December 2018: R-Y Factory Ruins]]&lt;br /&gt;
&lt;br /&gt;
[[Jan_2019:_Eldin_Mountain|January-February 2019: Eldin Mountain]]&lt;br /&gt;
&lt;br /&gt;
[[April_2019:_Frosty_Forest|April 2019: Frosty Forest]]&lt;br /&gt;
&lt;br /&gt;
[[May_2019:Altamira_Boardwalk|May 2019: Altamira Boardwalk]]&lt;br /&gt;
&lt;br /&gt;
[[June_2019:_Brigantes|June 2019: Brigantes]]&lt;br /&gt;
&lt;br /&gt;
[[July_2019:Mount_Rolante|July 2019: Mt Rolante]]&lt;br /&gt;
&lt;br /&gt;
[[August_2019:_Goreomemu_Swamp|August 2019: Goreomemu Swamp]]&lt;br /&gt;
&lt;br /&gt;
[[September_2019:_Chimp_Caverns|September 2019: Chimp Caverns]]&lt;br /&gt;
&lt;br /&gt;
[[October_2019:_Arlia|October 2019: Arlia]]&lt;br /&gt;
&lt;br /&gt;
[[November_2019:_Phendrana_Drifts|November/December 2019: Phendrana Drifts]]&lt;br /&gt;
&lt;br /&gt;
[[January_2020:_Bubbly_Clouds|January 2020: Bubbly Clouds]]&lt;br /&gt;
&lt;br /&gt;
[[June_2021:_Midnight_Gardens|June 2021: Midnight Gardens]]&lt;br /&gt;
&lt;br /&gt;
[[January_2023:_Alfador_Isle|January 2023: Alfador Isle]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Area of the Month|*]]&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Area_of_the_Month&amp;diff=4434</id>
		<title>Area of the Month</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Area_of_the_Month&amp;diff=4434"/>
		<updated>2023-01-26T17:40:42Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: Added Jan 2023&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every month or so a completed area will be randomly selected to be reviewed by anyone interested. Both staff and players are invited to directly edit the page but please do not modify other comments. Please use the best possible spelling and grammar you are capable of. Please write constructive reviews and feel free to offer concrete suggestions for improvement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All players who review an area will receive two(2) restring tokens, with sufficiently detailed and helpful reviews(Per Funslash&#039;s opinion) receiving an Immortal Token.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
ALSO:  any NEW players (aka not you kids that have been around for several months) will be allowed to  submit ONE(1) &#039;out of season&#039; review of any zone up to around level 15, and it will be subjected to the usual AotM rules.&lt;br /&gt;
KEEP IN MIND: Any extra reviews are always accepted; and if we decide to do an AotM of a place you &amp;quot;recently&amp;quot; reviewed, I will consider your review of said area &#039;in season&#039;(and therefore eligible for a reward) once the AotM comes up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Area Reviews ==&lt;br /&gt;
&lt;br /&gt;
[[Dec 2006: Saturn Valley]]&lt;br /&gt;
&lt;br /&gt;
[[Jan 2007: Zork]]&lt;br /&gt;
&lt;br /&gt;
[[Feb 2007: Joel Island]]&lt;br /&gt;
&lt;br /&gt;
[[Mar 2007: Monotoli Building]]&lt;br /&gt;
&lt;br /&gt;
[[Apr 2007: Frosty Forest]]&lt;br /&gt;
&lt;br /&gt;
[[Jan 2008: Donut Plains]]&lt;br /&gt;
&lt;br /&gt;
[[Jun 2008: Madra Ice Field]]&lt;br /&gt;
&lt;br /&gt;
[[Jul 2008: Zigolis Swamp]]&lt;br /&gt;
&lt;br /&gt;
[[Sep 2009: McNeil Woods]]&lt;br /&gt;
&lt;br /&gt;
[[Oct 2009: Lelanol&#039;s Lair]]&lt;br /&gt;
&lt;br /&gt;
[[Nov 2009: Angel Tower]]&lt;br /&gt;
&lt;br /&gt;
[[Dec 2009: El Nido Triangle]]&lt;br /&gt;
&lt;br /&gt;
[[Jan 2010: Cactuar Island]]&lt;br /&gt;
&lt;br /&gt;
[[Feb 2010: Haunted Wasteland]]&lt;br /&gt;
&lt;br /&gt;
[[Mar 2010: Arlia]]&lt;br /&gt;
&lt;br /&gt;
[[Sep 2010: Sea of Wonders]]&lt;br /&gt;
&lt;br /&gt;
[[Oct 2013: Gigantos Stronghold]]&lt;br /&gt;
&lt;br /&gt;
[[Jan 2018: Truce]]&lt;br /&gt;
&lt;br /&gt;
[[Feb 2018: Viorar]]&lt;br /&gt;
&lt;br /&gt;
[[Mar_2018:_Chocobo_Forest|Mar 2018: Chocobo Forest]]&lt;br /&gt;
&lt;br /&gt;
[[Apr_2018:Booster_Tower|Apr 2018: Booster Tower]]&lt;br /&gt;
&lt;br /&gt;
[[May_2018:_Lea_Monde|May 2018: Lea Monde]]&lt;br /&gt;
&lt;br /&gt;
[[July_2018:_Faron_Woods|July 2018: Faron Woods]]&lt;br /&gt;
&lt;br /&gt;
[[September_2018:_Safari_Zone|September 2018: Safari Zone]]&lt;br /&gt;
&lt;br /&gt;
[[October_2018:_Barrel_Volcano|October 2018: Barrel Volcano]]&lt;br /&gt;
&lt;br /&gt;
[[November_2018:_Rabite_Forest|November 2018: Rabite Forest]]&lt;br /&gt;
&lt;br /&gt;
[[December_2018:_R-Y_Factory_Ruins|December 2018: R-Y Factory Ruins]]&lt;br /&gt;
&lt;br /&gt;
[[Jan_2019:_Eldin_Mountain|January-February 2019: Eldin Mountain]]&lt;br /&gt;
&lt;br /&gt;
[[April_2019:_Frosty_Forest|April 2019: Frosty Forest]]&lt;br /&gt;
&lt;br /&gt;
[[May_2019:Altamira_Boardwalk|May 2019: Altamira Boardwalk]]&lt;br /&gt;
&lt;br /&gt;
[[June_2019:_Brigantes|June 2019: Brigantes]]&lt;br /&gt;
&lt;br /&gt;
[[July_2019:Mount_Rolante|July 2019: Mt Rolante]]&lt;br /&gt;
&lt;br /&gt;
[[August_2019:_Goreomemu_Swamp|August 2019: Goreomemu Swamp]]&lt;br /&gt;
&lt;br /&gt;
[[September_2019:_Chimp_Caverns|September 2019: Chimp Caverns]]&lt;br /&gt;
&lt;br /&gt;
[[October_2019:_Arlia|October 2019: Arlia]]&lt;br /&gt;
&lt;br /&gt;
[[November_2019:_Phendrana_Drifts|November/December 2019: Phendrana Drifts]]&lt;br /&gt;
&lt;br /&gt;
[[January_2020:_Bubbly_Clouds|January 2020: Bubbly Clouds]]&lt;br /&gt;
&lt;br /&gt;
[[June_2021:_Midnight_Gardens|June 2021: Midnight Gardens]]&lt;br /&gt;
&lt;br /&gt;
[[January_2023:_Alfador_Isle|January 2023: Alfador Isle]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Area of the Month|*]]&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4433</id>
		<title>January 2023: Alfador Isle</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=January_2023:_Alfador_Isle&amp;diff=4433"/>
		<updated>2023-01-26T17:40:22Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: Created!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Area of the Month for June 2021 is [[Alfador_Isle|Alfador Isle]]!&lt;br /&gt;
&lt;br /&gt;
A template format for your review is below; click &#039;edit&#039; at the top of the page, copy-pasta from the &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt; to the next &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt;, and fill in the gaps!&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;&#039;&#039;&#039;Yes,&#039;&#039;&#039;&#039;&#039; a wiki account is required to edit the page and therefore post your review, but take heart: The wiki is hosted by the Cleft itself, not a third party!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player: You!(Class/Level)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Date(s): &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: X/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
How does the area&#039;s room descriptions(descs) work for you? Do they give you a good idea of the area? Do things that stand out in the desc and NEED explanation GET that, either from flavor text(extra-descs) or NPCs in the room or anything?&lt;br /&gt;
&lt;br /&gt;
What about mobiles(mobs) and their descriptions? Can you get a decent mental image of who or what this NPC/monster is? Do they respond when you talk or interact with them?&lt;br /&gt;
&lt;br /&gt;
Some areas have interact-able objects like fountains. Do they stack up well also?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: X/10 (OR N/A)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(NOTE: combat will be most accurately gauged when your character is in the area&#039;s suggested level range.)&lt;br /&gt;
&lt;br /&gt;
If this area has combat, how does it feel? Does anything jump as horribly overpowered and impossible to deal with? What about the flipside, anything far too easy to beat? &lt;br /&gt;
&lt;br /&gt;
Are purchased or rewarded items at the appropriate strength levels? Is the effort required to obtain rewarded items reflected in their usefulness (or uniqueness and fancifulness)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: X/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Why would you suggest someone come to this area?&lt;br /&gt;
Is it just a good place to grind experience(lots of mobs)?&lt;br /&gt;
Does the area provide a chunk of good gold and loot?&lt;br /&gt;
&lt;br /&gt;
What about the quests? Does this area&#039;s quests feel properly done, or is there some part of it that you feel needs work?&lt;br /&gt;
&lt;br /&gt;
For towns, are the shops good? Any other non-combative attraction for the area?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: X/10 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
How easily and well does this area connect to its nearby areas?&lt;br /&gt;
Does it make sense thematically to be connected to the areas it is?&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=January_2022:Alfador_Isle&amp;diff=4432</id>
		<title>January 2022:Alfador Isle</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=January_2022:Alfador_Isle&amp;diff=4432"/>
		<updated>2023-01-26T17:35:18Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: Created!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Area of the Month for June 2021 is [[Alfador_Isle|Alfador Isle]]!&lt;br /&gt;
&lt;br /&gt;
A template format for your review is below; click &#039;edit&#039; at the top of the page, copy-pasta from the &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt; to the next &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt;, and fill in the gaps!&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;&#039;&#039;&#039;Yes,&#039;&#039;&#039;&#039;&#039; a wiki account is required to edit the page and therefore post your review, but take heart: The wiki is hosted by the Cleft itself, not a third party!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player: You!(Class/Level)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Date(s): &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: X/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
How does the area&#039;s room descriptions(descs) work for you? Do they give you a good idea of the area? Do things that stand out in the desc and NEED explanation GET that, either from flavor text(extra-descs) or NPCs in the room or anything?&lt;br /&gt;
&lt;br /&gt;
What about mobiles(mobs) and their descriptions? Can you get a decent mental image of who or what this NPC/monster is? Do they respond when you talk or interact with them?&lt;br /&gt;
&lt;br /&gt;
Some areas have interact-able objects like fountains. Do they stack up well also?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: X/10 (OR N/A)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(NOTE: combat will be most accurately gauged when your character is in the area&#039;s suggested level range.)&lt;br /&gt;
&lt;br /&gt;
If this area has combat, how does it feel? Does anything jump as horribly overpowered and impossible to deal with? What about the flipside, anything far too easy to beat? &lt;br /&gt;
&lt;br /&gt;
Are purchased or rewarded items at the appropriate strength levels? Is the effort required to obtain rewarded items reflected in their usefulness (or uniqueness and fancifulness)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: X/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Why would you suggest someone come to this area?&lt;br /&gt;
Is it just a good place to grind experience(lots of mobs)?&lt;br /&gt;
Does the area provide a chunk of good gold and loot?&lt;br /&gt;
&lt;br /&gt;
What about the quests? Does this area&#039;s quests feel properly done, or is there some part of it that you feel needs work?&lt;br /&gt;
&lt;br /&gt;
For towns, are the shops good? Any other non-combative attraction for the area?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: X/10 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
How easily and well does this area connect to its nearby areas?&lt;br /&gt;
Does it make sense thematically to be connected to the areas it is?&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Talk:Prompt&amp;diff=4413</id>
		<title>Talk:Prompt</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Talk:Prompt&amp;diff=4413"/>
		<updated>2022-10-29T03:15:23Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: Linebreak cause pretty&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi! Please drop your prompt examples here, along with a brief explanation for each section. We&#039;ll chew through &#039;em, clean &#039;em up; and then re-post them on the main article. ---Sunny&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HP:{R%h/{r%H {cMP:{B%m/{b%M {cMV:%v Pet: {Y%p/{y%P {R%f {R%O {c| {R%u %U{c %L Remorts, XP Needed:%X Room: %C&lt;br /&gt;
&lt;br /&gt;
Well-labelled but pretty long - made for Project Tuna&lt;br /&gt;
--- E-mouse&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Talk:Prompt&amp;diff=4410</id>
		<title>Talk:Prompt</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Talk:Prompt&amp;diff=4410"/>
		<updated>2022-10-29T02:54:53Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: Creation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi! Please drop your prompt examples here, along with a brief explanation for each section. We&#039;ll chew through &#039;em, clean &#039;em up; and then re-post them on the main article. ---Sunny&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Main_Page&amp;diff=4380</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Main_Page&amp;diff=4380"/>
		<updated>2022-10-20T02:08:27Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: Revert&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file:Logo.png|center|400px|link=https://www.cleftofdimensions.net]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%&amp;quot; &lt;br /&gt;
! style=&amp;quot;width: 25%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Gameplay Info&lt;br /&gt;
! style=&amp;quot;width: 25%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Game Content&lt;br /&gt;
! style=&amp;quot;width: 25%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Roleplaying&lt;br /&gt;
! style=&amp;quot;width: 25%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Community&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-------------------------------------------------------------------------------------&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: #b6f2d0;&amp;quot; | &lt;br /&gt;
;[[Newbie Guide|&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;Newbie Guide&amp;lt;/span&amp;gt;]]&lt;br /&gt;
;[[Classes]]&lt;br /&gt;
:[[Knight]] • [[Warrior]] • [[Thief]] • [[Wizard]] • [[Priest]] • [[Summoner]] • [[Geomancer]] • [[Dancer]]&lt;br /&gt;
&lt;br /&gt;
;[[Races]]&lt;br /&gt;
:&#039;&#039;&#039;[[:Category:Creatures|List of Races]]&#039;&#039;&#039; • [[Humans]] • [[Espers]] • [[Giganto]] • [[Hylians]] • [[Koopas]] • [[Moogles]] • [[Matangui]] • [[Pumpkinheads]] • [[Reploids]] • [[Saiyans]] • [[Kirbies]] •  [[Jumi]] • [[Lobstermen]] • [[Nui]] • [[Ranboobs]] • [[Kokiri]]&lt;br /&gt;
&lt;br /&gt;
;[[Statistics|Player Statistics]]&lt;br /&gt;
&lt;br /&gt;
;[[Skills]] and [[Spells]]&lt;br /&gt;
:[[Quest Skills]]&lt;br /&gt;
&lt;br /&gt;
;[[Item Types]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-------------------------------------------------------------------------------------&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: #b6f2d0;&amp;quot; | &lt;br /&gt;
;[[Portal:Areas|&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;Areas Portal&amp;lt;/span&amp;gt;]]&lt;br /&gt;
:&#039;&#039;&#039;[[Geography]]&#039;&#039;&#039; • [[Area of the Month]] • [[:Category:Areas|List of Areas]] • [[Economy]] •  [[Player_Housing|Player Housing]]&lt;br /&gt;
&lt;br /&gt;
;[[Portal:Lore|&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;Lore Portal&amp;lt;/span&amp;gt;]]&lt;br /&gt;
:&#039;&#039;&#039;[[History]]&#039;&#039;&#039; • [[:Category:Non-player Characters|List of Non-player Characters]] • [[Religion]] • [[Layers of the Cleft]] • [[Magic]]&lt;br /&gt;
&lt;br /&gt;
;[[Special Events]]&lt;br /&gt;
:&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;[[2012 Scavenger Hunt]]&amp;lt;/span&amp;gt; • [[2010 Fall Deathmatch]] • [[DK Coins|2010 Scavenger Hunt - DK Coins]] • [[Chaos Clans]] • [[Minigames]] • [[Utensil Wars]]&lt;br /&gt;
&lt;br /&gt;
;[[Physics]]&lt;br /&gt;
:[[Astronomy]] • [[Time]]&lt;br /&gt;
&lt;br /&gt;
;[[Raid Bosses]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-------------------------------------------------------------------------------------&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: #b6f2d0;&amp;quot; | &lt;br /&gt;
;&#039;&#039;&#039;[[Portal:RP|&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;RP Portal&amp;lt;/span&amp;gt;]]&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;[[Major Story Arcs]]&#039;&#039;&#039;&lt;br /&gt;
:[[:Category:Player Characters|List of Player Characters]] • [[Character Applications]] • [[Rules for Creating Player Character Articles]] • [[RP_Logs|RP Logs]]• [[World_Notes|World Notes]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;[[Clans]]&#039;&#039;&#039;&lt;br /&gt;
:[[:Category:Clans|List of Clans]] • [[Clan Halls]]&lt;br /&gt;
&lt;br /&gt;
;[http://cleftchatbeta.forumotion.com/ Cleft of Dimensions RP Forum]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: #b6f2d0;&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
;Miscellaneous&lt;br /&gt;
:[[Recipes]] • [[Music of the Cleft]] • [[Immortal_Shops|Immortal Shops]] • [[Credits|MUD Credits]] • [[MUD Clients]]&lt;br /&gt;
&lt;br /&gt;
;Staff Updates&lt;br /&gt;
:[[Staff_Meeting_Minutes#Staff_Meeting_2-29-2020|Staff Meeting Minutes for 2-29-2020]]&lt;br /&gt;
:[[Staff_Meeting_Minutes#Staff_Meeting_2-16-2019|Staff Meeting Minutes for 2-16-2019]]&lt;br /&gt;
:[[Staff_Meeting_Minutes#Staff_Meeting_1-3-2018|Staff Meeting Minutes for 1-3-2018]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
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{| style=&amp;quot;width: 100%&amp;quot; &lt;br /&gt;
! style=&amp;quot;width: 33%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Game Updates&lt;br /&gt;
! style=&amp;quot;width: 33%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0340a6;&amp;quot; | Area of the Month&lt;br /&gt;
! style=&amp;quot;width: 33%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0340a6;&amp;quot; | Featured Article&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-------------------------------------------------------------------------------------&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: #b6f2d0;&amp;quot; | &lt;br /&gt;
[[Changes_Log|&#039;&#039;&#039;Most Recent Updates to The Cleft of Dimensions&#039;&#039;&#039;]]&lt;br /&gt;
* [[Changes_Log#Changes_12_Oct_22|Changes 12 Oct 22]]: Fixes for Whirlwind and Manashield, back-end fixes and updates.&lt;br /&gt;
* [[Changes_Log#Changes_15_June_22|Changes 15 June 22]]: The [[Dimensional_Corridor|Dimensional Corridor]], a writing assistant, is now linked in the [[Monotoli_Building|Monotoli Building]]!&lt;br /&gt;
* [[Changes_Log#Changes_17_May_22|Changes 17 May 22]]: [[Knight]] Class revamped!&lt;br /&gt;
* [[Changes_Log#Changes 08 Apr 22|Changes 08 Apr 22]]: Misc tweaks and fixes.&lt;br /&gt;
* [[Changes_Log#Changes 17 Mar 22|Changes 17 Mar 22]]: Misc tweaks and fixes.&lt;br /&gt;
* [[Changes_Log#Changes 04 Feb 22|Changes 04 Feb 22]]: [[Chocobo Forest]] is linked.&lt;br /&gt;
* [[Changes_Log#Changes 08 Dec 21|Changes 08 Dec 21]]: Misc tweaks and fixes.&lt;br /&gt;
&lt;br /&gt;
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| style=&amp;quot;vertical-align:top; background-color: #b6f2d0;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;[[Area_of_the_Month | Area of the Month]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Area of the Month for June 2021 is [[June_2021:_Midnight_Gardens|Midnight Gardens]]!&lt;br /&gt;
&lt;br /&gt;
What are the beastmen growing in their gardens? What are they hiding? What&#039;s Carlie doing there? Found out answers to these questions and more by exploring, then share your experiences for some [[Player_Housing|restring tokens]]!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-------------------------------------------------------------------------------------&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: #b6f2d0;&amp;quot; | &lt;br /&gt;
{{FeaturedArticle}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%&amp;quot; &lt;br /&gt;
! style=&amp;quot;width: 33%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Builder Compendium&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: #b6f2d0;&amp;quot; | &lt;br /&gt;
;Builder Info&lt;br /&gt;
:[[Building Guide]] • [[Mprog Compendium]] • [[Flags Compendium]] • [[Builder Applications]] • [[Forum For Proposing Racial Abilities]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
On this page, we will try to present and iron out all the hard facts of the [http://cod.mudmagic.com Cleft of Dimensions] universe. Yes, we&#039;re probably making a lot of this stuff up as we go along. Regardless - this is canon in the making!&lt;br /&gt;
&lt;br /&gt;
Any and all CoD staff members are invited to make contributions to the article pages. However, if you&#039;re adding something controversial, make sure to discuss it on a discussion page first. All CoD players are invited to make contributions to the discussion pages, but I ask that you don&#039;t modify the article pages.&amp;lt;br&amp;gt;&lt;br /&gt;
- MTS 11:02, 5 February 2006 (PST)&lt;br /&gt;
&lt;br /&gt;
Clan leaders can create and edit pages for their clan at their discretion, also. This way, we resolve the headache of keeping the main website updated continually.&amp;lt;br&amp;gt;&lt;br /&gt;
- Ben 10:27, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nature and Nature&#039;s Laws lay hid in night;&amp;lt;br&amp;gt;God said, &#039;Let Newton be!&#039; -- And all was light.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Main_Page&amp;diff=4379</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Main_Page&amp;diff=4379"/>
		<updated>2022-10-20T02:06:10Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file:Logo.png|center|400px|link=https://www.cleftofdimensions.net]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%&amp;quot; &lt;br /&gt;
! style=&amp;quot;width: 25%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Gameplay Info&lt;br /&gt;
! style=&amp;quot;width: 25%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Game Content&lt;br /&gt;
! style=&amp;quot;width: 25%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Roleplaying&lt;br /&gt;
! style=&amp;quot;width: 25%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Community&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-------------------------------------------------------------------------------------&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: #b6f2d0;&amp;quot; | &lt;br /&gt;
;[[Newbie Guide|&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;Newbie Guide&amp;lt;/span&amp;gt;]]&lt;br /&gt;
;[[Classes]]&lt;br /&gt;
:[[Knight]] • [[Warrior]] • [[Thief]] • [[Wizard]] • [[Priest]] • [[Summoner]] • [[Geomancer]] • [[Dancer]]&lt;br /&gt;
&lt;br /&gt;
;[[Races]]&lt;br /&gt;
:&#039;&#039;&#039;[[:Category:Creatures|List of Races]]&#039;&#039;&#039; • [[Humans]] • [[Espers]] • [[Giganto]] • [[Hylians]] • [[Koopas]] • [[Moogles]] • [[Matangui]] • [[Pumpkinheads]] • [[Reploids]] • [[Saiyans]] • [[Kirbies]] •  [[Jumi]] • [[Lobstermen]] • [[Nui]] • [[Ranboobs]] • [[Kokiri]]&lt;br /&gt;
&lt;br /&gt;
;[[Statistics|Player Statistics]]&lt;br /&gt;
&lt;br /&gt;
;[[Skills]] and [[Spells]]&lt;br /&gt;
:[[Quest Skills]]&lt;br /&gt;
&lt;br /&gt;
;[[Item Types]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-------------------------------------------------------------------------------------&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: #b6f2d0;&amp;quot; | &lt;br /&gt;
;[[Portal:Areas|&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;Areas Portal&amp;lt;/span&amp;gt;]]&lt;br /&gt;
:&#039;&#039;&#039;[[Geography]]&#039;&#039;&#039; • [[Area of the Month]] • [[:Category:Areas|List of Areas]] • [[Economy]] •  [[Player_Housing|Player Housing]]&lt;br /&gt;
&lt;br /&gt;
;[[Portal:Lore|&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;Lore Portal&amp;lt;/span&amp;gt;]]&lt;br /&gt;
:&#039;&#039;&#039;[[History]]&#039;&#039;&#039; • [[:Category:Non-player Characters|List of Non-player Characters]] • [[Religion]] • [[Layers of the Cleft]] • [[Magic]]&lt;br /&gt;
&lt;br /&gt;
;[[Special Events]]&lt;br /&gt;
:&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;[[2012 Scavenger Hunt]]&amp;lt;/span&amp;gt; • [[2010 Fall Deathmatch]] • [[DK Coins|2010 Scavenger Hunt - DK Coins]] • [[Chaos Clans]] • [[Minigames]] • [[Utensil Wars]]&lt;br /&gt;
&lt;br /&gt;
;[[Physics]]&lt;br /&gt;
:[[Astronomy]] • [[Time]]&lt;br /&gt;
&lt;br /&gt;
;[[Raid Bosses]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-------------------------------------------------------------------------------------&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: #b6f2d0;&amp;quot; | &lt;br /&gt;
;&#039;&#039;&#039;[[Portal:RP|&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;RP Portal&amp;lt;/span&amp;gt;]]&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;[[Major Story Arcs]]&#039;&#039;&#039;&lt;br /&gt;
:[[:Category:Player Characters|List of Player Characters]] • [[Character Applications]] • [[Rules for Creating Player Character Articles]] • [[RP_Logs|RP Logs]]• [[World_Notes|World Notes]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;[[Clans]]&#039;&#039;&#039;&lt;br /&gt;
:[[:Category:Clans|List of Clans]] • [[Clan Halls]]&lt;br /&gt;
&lt;br /&gt;
;[http://cleftchatbeta.forumotion.com/ Cleft of Dimensions RP Forum]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: #b6f2d0;&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
;Miscellaneous&lt;br /&gt;
:[[Recipes]] • [[Music of the Cleft]] • [[Immortal_Shops|Immortal Shops]] • [[Credits|MUD Credits]] • [[MUD Clients]]&lt;br /&gt;
&lt;br /&gt;
;Staff Updates&lt;br /&gt;
:[[Staff_Meeting_Minutes#Staff_Meeting_2-29-2020|Staff Meeting Minutes for 2-29-2020]]&lt;br /&gt;
:[[Staff_Meeting_Minutes#Staff_Meeting_2-16-2019|Staff Meeting Minutes for 2-16-2019]]&lt;br /&gt;
:[[Staff_Meeting_Minutes#Staff_Meeting_1-3-2018|Staff Meeting Minutes for 1-3-2018]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- ###################################################################################### --&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%&amp;quot; &lt;br /&gt;
! style=&amp;quot;width: 33%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Game Updates&lt;br /&gt;
! style=&amp;quot;width: 33%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0340a6;&amp;quot; | Area of the Month&lt;br /&gt;
! style=&amp;quot;width: 33%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0340a6;&amp;quot; | Featured Article&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-------------------------------------------------------------------------------------&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: #b6f2d0;&amp;quot; | &lt;br /&gt;
[[Changes_Log|&#039;&#039;&#039;Most Recent Updates to The Cleft of Dimensions&#039;&#039;&#039;]] --Test?&lt;br /&gt;
* [[Changes_Log#Changes_12_Oct_22|Changes 12 Oct 22]]: Fixes for Whirlwind and Manashield, back-end fixes and updates.&lt;br /&gt;
* [[Changes_Log#Changes_15_June_22|Changes 15 June 22]]: The [[Dimensional_Corridor|Dimensional Corridor]], a writing assistant, is now linked in the [[Monotoli_Building|Monotoli Building]]!&lt;br /&gt;
* [[Changes_Log#Changes_17_May_22|Changes 17 May 22]]: [[Knight]] Class revamped!&lt;br /&gt;
* [[Changes_Log#Changes 08 Apr 22|Changes 08 Apr 22]]: Misc tweaks and fixes.&lt;br /&gt;
* [[Changes_Log#Changes 17 Mar 22|Changes 17 Mar 22]]: Misc tweaks and fixes.&lt;br /&gt;
* [[Changes_Log#Changes 04 Feb 22|Changes 04 Feb 22]]: [[Chocobo Forest]] is linked.&lt;br /&gt;
* [[Changes_Log#Changes 08 Dec 21|Changes 08 Dec 21]]: Misc tweaks and fixes.&lt;br /&gt;
&lt;br /&gt;
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| style=&amp;quot;vertical-align:top; background-color: #b6f2d0;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;[[Area_of_the_Month | Area of the Month]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Area of the Month for June 2021 is [[June_2021:_Midnight_Gardens|Midnight Gardens]]!&lt;br /&gt;
&lt;br /&gt;
What are the beastmen growing in their gardens? What are they hiding? What&#039;s Carlie doing there? Found out answers to these questions and more by exploring, then share your experiences for some [[Player_Housing|restring tokens]]!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-------------------------------------------------------------------------------------&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: #b6f2d0;&amp;quot; | &lt;br /&gt;
{{FeaturedArticle}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%&amp;quot; &lt;br /&gt;
! style=&amp;quot;width: 33%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Builder Compendium&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: #b6f2d0;&amp;quot; | &lt;br /&gt;
;Builder Info&lt;br /&gt;
:[[Building Guide]] • [[Mprog Compendium]] • [[Flags Compendium]] • [[Builder Applications]] • [[Forum For Proposing Racial Abilities]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
On this page, we will try to present and iron out all the hard facts of the [http://cod.mudmagic.com Cleft of Dimensions] universe. Yes, we&#039;re probably making a lot of this stuff up as we go along. Regardless - this is canon in the making!&lt;br /&gt;
&lt;br /&gt;
Any and all CoD staff members are invited to make contributions to the article pages. However, if you&#039;re adding something controversial, make sure to discuss it on a discussion page first. All CoD players are invited to make contributions to the discussion pages, but I ask that you don&#039;t modify the article pages.&amp;lt;br&amp;gt;&lt;br /&gt;
- MTS 11:02, 5 February 2006 (PST)&lt;br /&gt;
&lt;br /&gt;
Clan leaders can create and edit pages for their clan at their discretion, also. This way, we resolve the headache of keeping the main website updated continually.&amp;lt;br&amp;gt;&lt;br /&gt;
- Ben 10:27, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nature and Nature&#039;s Laws lay hid in night;&amp;lt;br&amp;gt;God said, &#039;Let Newton be!&#039; -- And all was light.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Thief&amp;diff=4378</id>
		<title>Thief</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Thief&amp;diff=4378"/>
		<updated>2022-10-19T16:37:19Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: /* Spells */ Phantom Cloak update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;position:relative; margin: 0 0 0.5em 1em; border-collapse: collapse; float:right; background:white; clear:right; width:200px;&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background: {{{color|#fff}}};&amp;quot;|&#039;&#039;&#039;{{{name|{{PAGENAME}}}}}&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align:center&amp;quot;&amp;gt;[[image:Thief.png]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Comes armed with sneaky tricks&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Style: Evade. Steal. ????? &#039;&#039;&#039;PROFIT!!&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Primary Stat: [[Statistics#Dexterity|Dexterity]]&lt;br /&gt;
|-&lt;br /&gt;
|HP Gain per Level: 7-10&lt;br /&gt;
|-&lt;br /&gt;
|MP Gain per Level: 1-1&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Skills: 1* (Short Piercing + 1 other)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Thief&#039;&#039;&#039;=&lt;br /&gt;
The Thief is a class adept at sneak attacks and avoiding the enemy. Thieves can move stealthily through areas and detect the stealth of others. They can pick locks, steal items, and do other generally underhanded things to assist them. Thieves do not get penalized experience points for fleeing combat.&lt;br /&gt;
&lt;br /&gt;
At level 30, a Thief may evolve into either a [[Ninja]] or a [[Merchant]].&lt;br /&gt;
Thieves are proficient in short piercing (daggers) weapons and may select one other weapon type in which to be proficient. &lt;br /&gt;
&lt;br /&gt;
The primary attribute of the thief is [[Statistics#Dexterity|Dexterity]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*&#039;&#039;&#039;Steal&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039; - Lag: 16&lt;br /&gt;
:The Steal skill allows the user to remove things and cash from the target&#039;s inventory. Specifying &#039;steal coins&#039;, &#039;steal gold&#039;, or &#039;steal silver&#039; will allow you to target the mob&#039;s money instead of their items. You can steal up to 1/4 of a mob&#039;s money (although you will still get the full amount for defeating them).&lt;br /&gt;
:If you target only &#039;item&#039;, you will get an item at random. You cannot steal WORN equipment (see Help Pry). &lt;br /&gt;
:You will always successfully get the item (or coins) you want. However, if you fail to be sneaky enough, your victim will attack you. Stealing in combat will prompt an extra attack if you fail. Sleeping people and those who can&#039;t see you are much easier to rob. After you steal successfully (coins or items), nobody can steal from that target again for a while, as they are affected by &amp;quot;empty wallet&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Dodge&#039;&#039;&#039; - &#039;&#039;Level 2&#039;&#039; - Lag: ---&lt;br /&gt;
:Dodge is a passive skill that allows a character to deftly avoid attacks. Unlike similar defensive skills, dodge is not at all affected by what sort of equipment the user wears.&lt;br /&gt;
:Dodge has a skill/4% chance to work, halved when you can&#039;t see the attacker.&lt;br /&gt;
*&#039;&#039;&#039;Circle&#039;&#039;&#039; - &#039;&#039;Level 3&#039;&#039; - Lag: 6&lt;br /&gt;
:It does 1.5x the damage of a regular attack, but it has more lag and is prone to miss unless used immediately after a successful dodge; at which point it is guaranteed to hit.&lt;br /&gt;
*&#039;&#039;&#039;Kick&#039;&#039;&#039; - &#039;&#039;Level 5&#039;&#039; - Lag: 18&lt;br /&gt;
:Kick is a skill that can be used once the user is already in combat.  Kick launches a flying kick at the enemy, causing damage.  If the user&#039;s dexterity is high enough, up to two additional kicks can be comboed into the first one, causing additional damage. Kick does bashing damage based on the user&#039;s level.&lt;br /&gt;
*&#039;&#039;&#039;Hide&#039;&#039;&#039; - &#039;&#039;Level 8&#039;&#039; - Lag: 6&lt;br /&gt;
:Hide allows the user to obscure his presence, preventing detection by most. Using this skill gives no success or failure message, however.&lt;br /&gt;
:The only things that will un-hide you are: moving between rooms, initiating combat, and using the VISIBLE command.&lt;br /&gt;
*&#039;&#039;&#039;Sneak&#039;&#039;&#039; - &#039;&#039;Level 8&#039;&#039; - Lag: 6&lt;br /&gt;
:The sneak skill, when activated and successful (visible in affects) allows the player to enter and exit rooms without alerting others.  However, mobiles are ever alert and sneaking may not be enough to avoid aggressive action. Typing &#039;visible&#039; will cancel the sneak affect.&lt;br /&gt;
*&#039;&#039;&#039;Dirt Kick&#039;&#039;&#039; - &#039;&#039;Level 10&#039;&#039; - Lag: 12&lt;br /&gt;
:Kicking dirt into their target&#039;s eyes, or any other form of debris, the player can temporarily blind the target - lowering their hitroll and removing their ability to see.  This skill can be used during combat or to initiate it.  &lt;br /&gt;
*&#039;&#039;&#039;Pick Lock&#039;&#039;&#039; - &#039;&#039;Level 15&#039;&#039; - Lag: 12&lt;br /&gt;
: Using picks, dexterous hands, or precise force, a player can unlock a once locked door or container. Exits and objects vary in difficulty in locks; some may be easier to open than others, while some may only be opened via the pick lock ability.&lt;br /&gt;
*&#039;&#039;&#039;Sense Hidden&#039;&#039;&#039; - &#039;&#039;Level 15&#039;&#039; - Lag: ---&lt;br /&gt;
:The sense hidden skill provides the user with a chance to detect hidden characters.  The user will have a chance to notice hidden characters whenever he looks in a room.  Unlike other sources of detection, this skill is never assured to work.  It may only reveal some or none of the characters hidden in a room.  &lt;br /&gt;
*&#039;&#039;&#039;Fling&#039;&#039;&#039;  - &#039;&#039;Level 20&#039;&#039; - Lag: 16&lt;br /&gt;
:This ability allows the user to toss a wielded &amp;quot;short piercing&amp;quot; weapon at the enemy. Doing so will cause triple the regular damage of the weapon to the opponent. The thrown dagger will either bounce to the ground or be stuck in the opponent (in which case it goes to their inventory). By caching extra weapons to throw, heavy damage can be inflicted with fling.&lt;br /&gt;
*&#039;&#039;&#039;Pry&#039;&#039;&#039; - &#039;&#039;Level 20&#039;&#039; - Lag: 18&lt;br /&gt;
:Pry is an active skill.  With their weapon or hands, a player can pry off an item in the &amp;lt;hold&amp;gt; or &amp;lt;shield&amp;gt; slot of their opponent.  A failed attempt will initiate an attack. &lt;br /&gt;
:The base chance is your skill%&lt;br /&gt;
:If the victim is asleep, then that chance is +50% If he can&#039;t see you, it&#039;s +25% And for every size category difference, there is a +/-10% modifier.&lt;br /&gt;
*&#039;&#039;&#039;2x-Cut&#039;&#039;&#039; - &#039;&#039;Level 25&#039;&#039; - Lag: ---&lt;br /&gt;
:The 2x-cut skill grants the user a chance at an extra attack during every round of combat.  The effectiveness of this skill suffers dramatic reduction with exceptionally heavy weapons, and it works best when the user is skilled with their weapon in addition to 2x-cut.&lt;br /&gt;
:Successive extra attacks deal decreasing fractional damage of the first attack.&lt;br /&gt;
*&#039;&#039;&#039;Palm&#039;&#039;&#039; - &#039;&#039;Level 25&#039;&#039; - Lag: 0&lt;br /&gt;
:A skill of greed, the palm skill allows the player to pick up an object from the ground without being noticed.  A failed attempt will only give the same echo that would be given if the player had just typed &#039;get &amp;lt;object&amp;gt;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Base Thief does not have any natural spells.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Ninja&#039;&#039;&#039;=&lt;br /&gt;
The Ninja is one of two classes a [[Thief]] may evolve into at level 30.&lt;br /&gt;
&lt;br /&gt;
Trained in sabotage, espionage, scouting, and assassination, their expertise lies in doing a lot of damage and avoiding aggression&lt;br /&gt;
through stealth or hit-and-run tactics. Ninjas rely on quick reflexes through their various reactionary abilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*&#039;&#039;&#039;Backstab&#039;&#039;&#039; - &#039;&#039;Level 30&#039;&#039; - Lag: 24&lt;br /&gt;
:The backstab skill can be used only with short piercing weapons, and it can only be used to initiate combat.  Backstabbing the opponent allows delivery of a devastating blow, dealing several times normal damage.  However, a failed backstab leaves the thief open to retaliation.&lt;br /&gt;
:Backstab does triple weapon damage plus the one eighth of the user&#039;s level. It always hits against sleeping foes at 2% skill or better. But, it cannot be used on foes already at 1/3 hp or below. You must be HIDDEN or INVISIBLE to your opponent to sneak up on them.&lt;br /&gt;
*&#039;&#039;&#039;Smokescreen&#039;&#039;&#039; - &#039;&#039;Level: 30&#039;&#039; - Lag: ---&lt;br /&gt;
:A passive skill, the smokescreen ability allows a fleeing player to toss down various reagents.  In a series of reactions, the fleeing player can create a screen of smoke that masks the direction to which he fled to.  This skill is checked each time the player flees.&lt;br /&gt;
*&#039;&#039;&#039;Dual-Wield&#039;&#039;&#039; - &#039;&#039;Level: 30&#039;&#039; - Lag: ---&lt;br /&gt;
:Dual wield is a skill that allows the player to wield a second,one-handed weapon. With the dual wield skill, the player has a chance to strike with an extra attack during combat, using their secondary weapon. Secondary weapons are functional for the purposes of skills requiring a specific type of wielded weapon&lt;br /&gt;
*&#039;&#039;&#039;Shadow Stalk&#039;&#039;&#039; - &#039;&#039;Level: 40&#039;&#039; - Lag: ---&lt;br /&gt;
:Shadow stalk is a passive skill that allows one to, surprisingly, stalk among the shadows.  If the user is hidden, and attempts to move into a dark or night-time room, they will remain hidden.&lt;br /&gt;
*&#039;&#039;&#039;Doppelganger&#039;&#039;&#039; - &#039;&#039;Level: 40&#039;&#039; - Lag: 18&lt;br /&gt;
:An active skill, the doppelganger ability allows the player to create a copy of themselves to take their place in combat.  With the clone in place, the player may then flee.  The clone drains the player&#039;s HP (at a rate of 10% of their max HP), and while it can take the damage, it cannot dish it out. The doppelganger skill can let you flee through a firetrap -- yours or anyone else&#039;s.&lt;br /&gt;
*&#039;&#039;&#039;Firetrap&#039;&#039;&#039; - &#039;&#039;Level: 45&#039;&#039; - Lag: 18&lt;br /&gt;
:Used during combat, the firetrap skill allows the player to create a ring of fire that will prevent anyone in the room from fleeing. If they attempt to flee, they will take fire damage. Those immune to fire, however, can pass through the ring and flee normally.&lt;br /&gt;
*&#039;&#039;&#039;Fumes&#039;&#039;&#039; - &#039;&#039;Level: 45&#039;&#039; - Lag: 24&lt;br /&gt;
:A combative skill, the fumes ability allows the player to drop canisters, unleashing a poison attack on anyone not grouped with them.  The fewer the exits there are, the more potent the attack.&lt;br /&gt;
:The gas contains a toxin capable of poisoning foes as the Blight spell does.&lt;br /&gt;
*&#039;&#039;&#039;Double Image&#039;&#039;&#039; - &#039;&#039;Level: 50&#039;&#039; - Lag: 12&lt;br /&gt;
:The double image skill causes an afterimage of the user to appear, obscuring their location. Any damaging skill, spell, or special attack against the user has a 50% chance to hit the image instead, nullifying the attack and (usually) the illusion.&lt;br /&gt;
*&#039;&#039;&#039;Incite&#039;&#039;&#039; - &#039;&#039;Level: 55&#039;&#039; - Lag: 16&lt;br /&gt;
:A crafty, stealthy ninja can trick his enemies into fighting one another. The incite skill uses a ruse to trick one target, the aggressor, into starting a fight with a second target, the victim.&lt;br /&gt;
:Incite is much less likely to work if either target can see the user. Mobs that would normally assist each other in a fight are less likely to be incited against one another. Neither the aggressor nor the user can already be fighting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
*&#039;&#039;&#039;Exit&#039;&#039;&#039; - &#039;&#039;Level: 35&#039;&#039; - Lag: 24 - &#039;&#039;Mana: 70&#039;&#039;&lt;br /&gt;
:When cast, the Exit spell will set the current room you are in as a recall point. When cast again, you will be teleported back  to this room, but only if you are in the same area as your exit point. Casting Exit with the &#039;forget&#039; target will make you forget any room you already have targetted.&lt;br /&gt;
*&#039;&#039;&#039;Venom Saber&#039;&#039;&#039; - &#039;&#039;Level: 35&#039;&#039; - Lag: 18 - &#039;&#039;Mana: 24&#039;&#039;&lt;br /&gt;
:This spell applies poison to a weapon, giving it a chance to poison anything it hits.&lt;br /&gt;
*&#039;&#039;&#039;Fear&#039;&#039;&#039; - &#039;&#039;Level: 45&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 18&#039;&#039;&lt;br /&gt;
:When unable to escape from a foe, the Fear spell allows a ninja to force that foe to escape from them! Being afraid may also make foes skip a round of combat entirely.&lt;br /&gt;
:Fear can be resisted as a Mental effect.&lt;br /&gt;
*&#039;&#039;&#039;Leeches&#039;&#039;&#039; - &#039;&#039;Level: 50&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 24&#039;&#039;&lt;br /&gt;
:If the target of this spell is poisoned, this spell deal a large amount of Drain-type damage and, probably, un-poison the target.&lt;br /&gt;
:Victims with any level of poison will take full damage, but those affected by very strong poison may even remain poisoned afterwards!&lt;br /&gt;
:Casting this on yourself as a desperate way to remove poison will cause only negligible damage.&lt;br /&gt;
:This spell has a cooldown before it can be cast again, but if it fails due to the target not being poisoned, or being immune to Drain attacks, then the cooldown will not be triggered.&lt;br /&gt;
*&#039;&#039;&#039;Shadow Step&#039;&#039;&#039; - &#039;&#039;Level: 60&#039;&#039; - Lag: 6 - &#039;&#039;Mana: 20&#039;&#039;&lt;br /&gt;
:This spell may be cast when you are victim of an attack that took away 1/4 or more of your max HP. You respond by returning damage equal to the amount you took, and healing the same amount! While this ability has a fairly sizeable cooldown period, it incurs very little lag.&lt;br /&gt;
*&#039;&#039;&#039;Phantom Cloak&#039;&#039;&#039; - &#039;&#039;Level: 65&#039;&#039; - Lag: 24 - &#039;&#039;Mana: 120&#039;&#039;&lt;br /&gt;
:This spell cloaks your whole group with invisibility for 30 seconds.&lt;br /&gt;
:Phantom Cloak can be charged to increase the duration.&lt;br /&gt;
*&#039;&#039;&#039;Jutsu&#039;&#039;&#039; - &#039;&#039;Level: 70&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 60&#039;&#039;&lt;br /&gt;
:Highly skilled Ninjas can tap into their innate element, performing a magical jutsu attack. It will deal tier 1 damage of the caster&#039;s element to the target, and always attempts to inflict a status affect. The affect, like the damage, depends on the  caster&#039;s innate.&lt;br /&gt;
{| &lt;br /&gt;
! Innate !! Damtype !! Affect&lt;br /&gt;
|-&lt;br /&gt;
| Water || Water || Osmose&lt;br /&gt;
|-&lt;br /&gt;
| Moon || Light || Daze&lt;br /&gt;
|-&lt;br /&gt;
| Wood || Wood || Poison&lt;br /&gt;
|-&lt;br /&gt;
| Fire || Fire || Burn&lt;br /&gt;
|-&lt;br /&gt;
| Wind || Wind || Confuse&lt;br /&gt;
|-&lt;br /&gt;
| Earth || Earth || Sprain&lt;br /&gt;
|-&lt;br /&gt;
| None || Slashing || Blind&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Merchant&#039;&#039;&#039;=&lt;br /&gt;
The Merchant is one of two classes a [[Thief]] may evolve into at level 30.&lt;br /&gt;
&lt;br /&gt;
Merchants love money, and obtaining things with their stash of money. The abilities of a Merchant focus on obtaining more bang for their buck. They are able to horde around lots of items, and improve the abilities of said items. While they easily accumulate wealth, the Merchant is still quite stingy, making sure to get the best deal possible at stores.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*&#039;&#039;&#039;Gilgame Heart&#039;&#039;&#039; - &#039;&#039;Level: 30&#039;&#039; - Lag: ---&lt;br /&gt;
:No pain, no gain, epitomizes the gilgame heart skill.  Passive, it allows the player to convert their loss of blood into silver.  With each point of health the player loses in combat, there is a chance that it will be converted into a silver coin.  The amount of damage taken equals the amount of silver gained, at least when the skill is mastered.&lt;br /&gt;
*&#039;&#039;&#039;GP-Toss&#039;&#039;&#039; - &#039;&#039;Level: 30&#039;&#039; - Lag: 16&lt;br /&gt;
:A skill of combat, gptoss can be used by the player to unleash a wave of damage on the target by utilizing the player&#039;s gold coin supply.  If gold is not available silver will be used, but at a lesser potency.&lt;br /&gt;
*&#039;&#039;&#039;Haggle&#039;&#039;&#039; - &#039;&#039;Level: 30&#039;&#039; - Lag: ---&lt;br /&gt;
:With the haggle skill, a player can convince a shopkeeper to sell an item for less than marked.  Likewise, a player can also convince a shopkeeper to buy something for more than its original cost.  This skill is passive and is checked each time the player buys or sells something.&lt;br /&gt;
*&#039;&#039;&#039;Heave&#039;&#039;&#039; - &#039;&#039;Level: 33&#039;&#039; - Lag: 16&lt;br /&gt;
:With this ability, the user may heave their inventory at the enemy, dealing bash damage and knocking them down. The damage dealt is based on how many items you are carrying. Using this skill will not make you lose any of your inventory.&lt;br /&gt;
*&#039;&#039;&#039;Peek&#039;&#039;&#039; - &#039;&#039;Level: 35&#039;&#039; - Lag: 4&lt;br /&gt;
:The peek skill allows the user to look into the inventories of other players or mobiles.  This skill has a chance to activate whenever the user looks at someone, revealing the full contents of the target&#039;s inventory.&lt;br /&gt;
*&#039;&#039;&#039;Swindle&#039;&#039;&#039; - &#039;&#039;Level: 35&#039;&#039; - Lag: ---&lt;br /&gt;
:With the swindle skill, a player can convince a shopkeeper that any item he has is worth something, and will be able trick the shopkeeper into purchasing items they normally would not be interested in. This ability does not stack with haggle, and the most a shopkeeper will give you for swindling them is half of the item&#039;s value. This skill is passive and is checked each time the player tries to sell something to a shopkeeper that doesn&#039;t buy that type of item.&lt;br /&gt;
*&#039;&#039;&#039;Scuppered&#039;&#039;&#039; - &#039;&#039;Level: 40&#039;&#039; - Lag: ---&lt;br /&gt;
:With this passive ability, being an alcoholic won&#039;t be entirely detrimental to your advancement. At the expense of accuracy, you gain a bonus to damage while drunk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
*&#039;&#039;&#039;Midas Glow&#039;&#039;&#039; - &#039;&#039;Level: 33&#039;&#039; - Lag: 16 - &#039;&#039;Mana: 12&#039;&#039;&lt;br /&gt;
:This spell will convert a piece of gold on hand into a source of light.&lt;br /&gt;
*&#039;&#039;&#039;Create Booze&#039;&#039;&#039; - &#039;&#039;Level: 38&#039;&#039; - Lag: 16 - &#039;&#039;Mana: 16&#039;&#039;&lt;br /&gt;
:For fast, cheap alcohol, this spell beats nothing else. Create booze will conjure up a container of an alcohol beverage for your enjoyment. What type of alcohol you create depends on your Constitution stat.&lt;br /&gt;
:This can be charged to increase the strength of the alcohol you create.&lt;br /&gt;
*&#039;&#039;&#039;Scan&#039;&#039;&#039; - &#039;&#039;Level: 40&#039;&#039; - Lag: 16 - &#039;&#039;Mana: 12&lt;br /&gt;
:Scan is the Identify spell of the Cleft, revealing information about the items you cast it on.&lt;br /&gt;
*&#039;&#039;&#039;Floating Disc&#039;&#039;&#039; - &#039;&#039;Level: 45&#039;&#039; - Lag: 24 - &#039;&#039;Mana: 120&#039;&#039;&lt;br /&gt;
:This spell will create a floating disc equipped in your wearfloat item slot. The disc is capable of carrying large amounts of items, just as much as the owner is able to carry. If the owner dies, the floating disc will vanish, and it&#039;s contents will spill into their corpse.&lt;br /&gt;
*&#039;&#039;&#039;Firebreath&#039;&#039;&#039; - &#039;&#039;Level: 50&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 12&#039;&#039;&lt;br /&gt;
:Firebreath is an offensive spell dealing fire-type damage.  The damage increases depending on how drunk the caster is, reduces the caster&#039;s drunkenness, and cannot be cast at all when sober.&lt;br /&gt;
:It also has a chance to inflict a Burn on the victim.&lt;br /&gt;
*&#039;&#039;&#039;Aurum Aegis&#039;&#039;&#039; - &#039;&#039;Level: 50&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 60&#039;&#039;&lt;br /&gt;
:While activated, this spell will protect you for 3 combat rounds. Any damage to your HP will be nullified and instead you will lose gold. You can only cast this spell on yourself.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Enchantment&#039;&#039;&#039; - &#039;&#039;Level: 60&#039;&#039; - Lag: 16 - &#039;&#039;Mana: 60&#039;&#039;&lt;br /&gt;
:The Enchantment spell magically improves an weapon or armor item.  This is a risky ability, as casting it has a chance to destroy or curse the item. Caster level and skill level affect the rate of success.&lt;br /&gt;
&lt;br /&gt;
:An enchanted weapon improves its wielder&#039;s effective skill with that weapon by about 10% per enchant, even over 100%; the wielder will hit more often, make extra attacks more often, and get better returns from a high damroll stat. An enchanted weapon can even avoid the damage penalty for being unskilled. &lt;br /&gt;
&lt;br /&gt;
:Enchanted armor gains armor class bonuses, making it more powerful.&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Summoner&amp;diff=4377</id>
		<title>Summoner</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Summoner&amp;diff=4377"/>
		<updated>2022-10-19T16:18:33Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: /* Spells */ Illuminate caught up in updates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;position:relative; margin: 0 0 0.5em 1em; border-collapse: collapse; float:right; background:white; clear:right; width:200px;&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background: {{{color|#fff}}};&amp;quot;|&#039;&#039;&#039;{{{name|{{PAGENAME}}}}}&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align:center&amp;quot;&amp;gt;[[image:Yuri_small.jpg]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Let your army of minions do the dirty work&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Style: Pet and Minion Abuser&lt;br /&gt;
|-&lt;br /&gt;
|Primary Stat: [[Statistics#Constitution|Constitution]]&lt;br /&gt;
|-&lt;br /&gt;
|HP Gain per Level: 7-10&lt;br /&gt;
|-&lt;br /&gt;
|MP Gain per Level: 4-7&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Skills: 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Summoner&#039;&#039;&#039;=&lt;br /&gt;
The purpose of the Summoner is to have someone else fight for them all the time. Summoners can tame animals and hypnotize sentient beings, creating followers to do their bidding for a while. They can also cast spells to conjure creatures up from thin air to fight for them temporarily in combat. Their attack and defend and healing spells rely on an intermediary buddy to&lt;br /&gt;
actually make the affect happen.&lt;br /&gt;
 &lt;br /&gt;
At level 30, a Summoner may evolve into either a [[#Dollmage|Dollmage]] or a [[#Necromancer|Necromancer]].&lt;br /&gt;
Summoners can choose two weapon types in which to be proficient.&lt;br /&gt;
The primary attribute of the Summoner is [[Statistics#Constitution|Constitution]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*&#039;&#039;&#039;Fallback&#039;&#039;&#039; - &#039;&#039;Level: 10&#039;&#039; - Lag: 12&lt;br /&gt;
:This skill allows the user to divert his enemy&#039;s attacks to one of his groupmates.  Using fallback will cause whoever the user is fighting to begin fighting the target, instead.  Only groupmates and pets are valid targets for the fallback skill.&lt;br /&gt;
*&#039;&#039;&#039;Rescue&#039;&#039;&#039; - &#039;&#039;Level: 15&#039;&#039; - Lag: 12&lt;br /&gt;
:This skill allows the user to rescue another character from combat. Using rescue will cause the user to take the place of the target in combat, saving the target from further harm.  Rescue may only be attempted on players or pets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
*&#039;&#039;&#039;Tame&#039;&#039;&#039; - &#039;&#039;Level: 1&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 28&#039;&#039;&lt;br /&gt;
:This spell allows the caster to take control of an enemy, making it loyal to him. The new follower will be in the caster&#039;s group and fight for him until the effects of the spell wears off. The Tame spell only works on non-sentient animals. Some enemies are immune to this sort of spell. A Summoner may only have three such followers at a time unless he has the leadership or preeminence skills.&lt;br /&gt;
*&#039;&#039;&#039;Legionnaire&#039;&#039;&#039; - &#039;&#039;Level: 2&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 16&#039;&#039;&lt;br /&gt;
:This spell summons a legionnaire to aid you in combat. The legionnaire is a loyal soldier that, after a turn, will execute a spear attack on your enemy then disappear. The legionnaire can be targetted by the enemy and destroyed before it can attack successfully, especially if your enemy uses area attacks. Legionnaire cannot be cast unless you are already in combat.&lt;br /&gt;
*&#039;&#039;&#039;Hypnotize&#039;&#039;&#039; - &#039;&#039;Level: 5&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 28&#039;&#039;&lt;br /&gt;
:This spell allows the caster to take control of an enemy, making it loyal to him. The new follower will be in the caster&#039;s group and fight for him until the effects of the spell wears off. The Hypnotize spell only works on sentient beings. Some enemies are immune to this sort of spell. A Summoner may only have three such followers at a time unless he has the leadership or preeminence skills.&lt;br /&gt;
*&#039;&#039;&#039;Illuminate&#039;&#039;&#039; - &#039;&#039;Level: 5&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 8&#039;&#039;&lt;br /&gt;
:The Illuminate spell conjures an orb of light that appears in the caster&#039;s inventory. This orb can be picked up and held. When held, the orb of light will brighten dark rooms, making the carrier able to see in them.&lt;br /&gt;
:Illuminate can be charged to increase the duration of the summoned orb by 50%.&lt;br /&gt;
:This spell can also be cast directly on items in the caster&#039;s inventory to apply the Glowing flag, which will allow you to see the item when in otherwise dark rooms.&lt;br /&gt;
*&#039;&#039;&#039;Orb User&#039;&#039;&#039; - &#039;&#039;Level: 10&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 24&#039;&#039;&lt;br /&gt;
:This spell summons an orb user to aid you in combat. The orb user is a magical artifact that, after a turn, will execute a fire attack on your enemy then disappear. The orb user can be targetted by the enemy and destroyed before it can attack successfully, especially if your enemy uses area attacks. Orb User cannot be cast unless you are already in combat.&lt;br /&gt;
*&#039;&#039;&#039;Word of Recall&#039;&#039;&#039; - &#039;&#039;Level: 15&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 50&#039;&#039;&lt;br /&gt;
:Word of Recall allows the target to return to their set recall point. It has the same effect as the &#039;recall&#039; command, except it can be used above level 15. It can be used on any group members as well.&lt;br /&gt;
*&#039;&#039;&#039;Machine Golem&#039;&#039;&#039; - &#039;&#039;Level: 20&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 32&#039;&#039;&lt;br /&gt;
:This spell summons a machine golem to aid you in combat. The machine golem is a rusty robot that, after a turn, will execute a rocket fist attack on your enemy then disappear. The machine golem can be targetted by the enemy and destroyed before it can attack successfully, especially if your enemy uses area attacks.Machine Golem cannot be cast unless one is already in combat.&lt;br /&gt;
*&#039;&#039;&#039;Fairy&#039;&#039;&#039; - &#039;&#039;Level: 20&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 62&#039;&#039;&lt;br /&gt;
:This spell conjures up a Fairy, which periodically heals you while it&#039;s around. The Fairy can be targetted by enemies and destroyed so be careful.&lt;br /&gt;
*&#039;&#039;&#039;Bullet Bill&#039;&#039;&#039; - &#039;&#039;Level: 25&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 60&#039;&#039;&lt;br /&gt;
:This spell summons a gunshot-quick bullet bill to aid you in combat. The bullet will zip around and, after a round or two, will slam into your opponent, dealing damage and knocking them down. The bullet can be targetted and killed before it attacks, especially by enemies who utilize area attacks. Damage is Bash, but ignores AC. Bullet Bill cannot be cast unless one is already in combat.&lt;br /&gt;
*&#039;&#039;&#039;Analyze&#039;&#039;&#039; - &#039;&#039;Level: 25&#039;&#039; - Lag: 4 - &#039;&#039;Mana: 12&#039;&#039;&lt;br /&gt;
:The Analyze spell reveals the immunities, resistances, and vulnerabilities of the target. If cast without a target, it reveals your own weaknesses. The knowledge of an enemy&#039;s weakpoints and strengths can be a critical boost in planning a course of action for fighting your foe!&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Dollmage&#039;&#039;&#039;=&lt;br /&gt;
The Dollmage is one of two classes a [[#Summoner|Summoner]] may evolve into at level 30.&lt;br /&gt;
&lt;br /&gt;
By carefully selecting the right equipment and later augmenting it, a Dollmage may construct and maintain a single powerful golem to fight in his place. They have the ability to junction with said golem (or others), increasing the stats of their target at the expense of their own power. Junctioning with a golem will also grant it extra abilities. Dollmages also have the ability to permanently enslave others.&lt;br /&gt;
&lt;br /&gt;
Dollmages get two commands that can be used any time without having to practice anything.&lt;br /&gt;
*&#039;&#039;&#039;disjunction&#039;&#039;&#039;&lt;br /&gt;
:Disjunction cancels all junction-type affects that you have active. Junctions have an infinite duration unless explicitly canceled by this command.&lt;br /&gt;
*&#039;&#039;&#039;storage&#039;&#039;&#039;&lt;br /&gt;
:The Storage command allows you to put your current pet into limbo and then, if you haven&#039;t gotten another pet, retrieve it at your leisure. Items and everything stay intact.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;Dollmages do not gain any extra skills&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
*&#039;&#039;&#039;Gather&#039;&#039;&#039; - &#039;&#039;Level: 30&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 34&#039;&#039;&lt;br /&gt;
:This spell rounds up all your charmies and dumps them in the same room you&#039;re in.  It has none of the restrictions of Recall or Summon, as the creatures involved are already attuned to the caster.&lt;br /&gt;
*&#039;&#039;&#039;Animate Golem&#039;&#039;&#039; - &#039;&#039;Level: 30&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 35&#039;&#039;&lt;br /&gt;
:Animate Golem turns a piece of body armor on the ground into a pet loyal to the caster. This spell DOES NOT require the caster to be alone in a room, and it can only be cast if the caster does not already have a pet. The strength of the conjured golem is determined by the level of the armor used to make it. Any special effects of the armor, such as additional stat bonuses or elemental resistances, will apply to the golem that is made out of it.&lt;br /&gt;
*&#039;&#039;&#039;Transfusion&#039;&#039;&#039; - &#039;&#039;Level: 30&#039;&#039; - Lag: 8 - &#039;&#039;Mana: 12&#039;&#039;&lt;br /&gt;
:Transfusion takes some of the caster&#039;s health and donates it to the target. This spell cannot be cast if the caster has very little health to begin with. At high skill percentages, this spell will actually donate more health to the target than the caster gives away.&lt;br /&gt;
*&#039;&#039;&#039;Junction Spirit&#039;&#039;&#039; - &#039;&#039;Level: 35&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 30&#039;&#039;&lt;br /&gt;
:When a Dollmage junctions their spirit to another, they suffer a penalty to their AC.  However, the recipient of their spirit gains an equal or greater bonus to their own AC.&lt;br /&gt;
:Junction spells can only be used on a charmed minion. If this spell is used on an Armor Golem, it can use the Defend skill. It will also use Shield Block automatically if it wears a shield.&lt;br /&gt;
*&#039;&#039;&#039;Junction Might&#039;&#039;&#039; - &#039;&#039;Level: 40&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 30&#039;&#039;&lt;br /&gt;
:The caster of this spell takes a penalty to damroll, but gives the recipient an equal or greater damroll bonus.&lt;br /&gt;
:Junction spells can only be used on a charmed minion. If this spell is used on an Armor Golem, it can use the Smash skill.&lt;br /&gt;
*&#039;&#039;&#039;Augment Golem&#039;&#039;&#039; - &#039;&#039;Level: 40&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 35&#039;&#039;&lt;br /&gt;
:Augment Golem upgrades an already-existing golem to the Level, HP, and AC standard of the new item. The golem keeps any original affects it had from its creation, however, and doesn&#039;t gain any new ones from the new piece of armor. This spell automatically consumes an armor item on the floor in the room.&lt;br /&gt;
*&#039;&#039;&#039;Recharge&#039;&#039;&#039; - &#039;&#039;Level: 45&#039;&#039; - Lag: 24 - &#039;&#039;Mana: 60&#039;&#039;&lt;br /&gt;
:The Recharge spell will refill a wand, staff, or event item to its maximum number of charges. It can also, for rod-type and some event items, re-set the lag time to make the item immediately usable again.&lt;br /&gt;
:A botched casting can set the maximum charges to zero, however, rendering the item unable to be recharged again. Additionally, it cannot be used on an item of higher level than the caster.&lt;br /&gt;
*&#039;&#039;&#039;Junction Health&#039;&#039;&#039; - &#039;&#039;Level: 45&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 30&#039;&#039;&lt;br /&gt;
:As the name suggests, someone else enjoys boosted max HP while the caster suffers a somewhat smaller reduction to their own. &lt;br /&gt;
:Junction spells can only be used on a charmed minion. If this spell is used on an Armor Golem, it can use the Rescue skill.&lt;br /&gt;
*&#039;&#039;&#039;Junction Heart&#039;&#039;&#039; - &#039;&#039;Level: 50&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 0&#039;&#039;&lt;br /&gt;
:Junctioning your heart to another allows them to feel the benefit of your maximum MP.&lt;br /&gt;
:Junction spells can only be used on a charmed minion. If this spell is used on an Armor Golem, it can use the Puppet skill. The puppet skill will have the Golem use an elemental attack, based on the owner&#039;s [[innate]].&lt;br /&gt;
*&#039;&#039;&#039;Summon&#039;&#039;&#039; - &#039;&#039;Level: 50&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 50&#039;&#039;&lt;br /&gt;
:The summon spell transfers a target, anywhere in the world, to the location of the caster. Neither the caster or target can be in a norecall room; NPC targets cannot be summoned from safe rooms. Some NPCs are immune to summon, and some players have &#039;nosummon&#039; turned on. Characters currently fighting cannot be summoned. NPCs with a level greater than the caster cannot be summoned, HOWEVER Players with a level greater than the caster can be summoned(assuming the previous requirements have been met).&lt;br /&gt;
*&#039;&#039;&#039;Deliver&#039;&#039;&#039; - &#039;&#039;Level: 55&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 8&#039;&#039;&lt;br /&gt;
:Deliver can transport an item in the caster&#039;s inventory to the target&#039;s inventory over great distances. Said item must be in the caster&#039;s inventory, must be visible to the target, and must be removable. The target must have enough carrying capacity to actually receive the item, too. These requirements being met, the object will instantaneously move anywhere in the world to reach the target&#039;s inventory.&lt;br /&gt;
*&#039;&#039;&#039;Guardian Force&#039;&#039;&#039; - &#039;&#039;Level: 55&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 64&#039;&#039;&lt;br /&gt;
:The Guardian Force spell calls upon a mighty guardian to protect the summoner or their ally. For the short duration of the summon, the GF will absorb all damage dealt to their charge, including spells.  When the GF vanishes, it will unleash a special attack which increases in power by the damage the GF sustained.&lt;br /&gt;
*&#039;&#039;&#039;Enslave&#039;&#039;&#039; - &#039;&#039;Level: 60&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 120&#039;&#039;&lt;br /&gt;
:Enslave does as its name suggests, making the Charm affect on the target last forever. Slaves may be uncharmed by dismissing them.&lt;br /&gt;
*&#039;&#039;&#039;Cleft Rift&#039;&#039;&#039; - &#039;&#039;Level: 65&#039;&#039; - Lag: 16 - &#039;&#039;Mana: 80&#039;&#039;&lt;br /&gt;
:By casting Cleft Rift, the caster tears open the fabric of space-time, causing a random creature from the Cleft of Dimensions to appear. This creature will act as a loyal pet to the caster. Creatures higher level than the caster will never be summoned.&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Necromancer&#039;&#039;&#039;=&lt;br /&gt;
The Necromancer is one of two classes a [[#Summoner|Summoner]] may evolve into at level 30.&lt;br /&gt;
&lt;br /&gt;
With the ability to resurrect the dead into followers, it is evident that Necromancers choose to take advantage of the disposability of their minions. Their  pets are ephemeral, decaying after too long, and their strength depends on what kind of [[corpse]] was used. Necromancers have a variety of abilities that sacrifice one of their pets in order to boost the remaining. They get skills as they level up to allow them to control increasing numbers of minions. Between-battles is battlefield cleanup duty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*&#039;&#039;&#039;Leadership&#039;&#039;&#039; - &#039;&#039;Level: 30&#039;&#039; - Lag: ---&lt;br /&gt;
:This passive skill allows the user to control up to four followers at a time. It activates automatically once it is practiced to 60%.&lt;br /&gt;
*&#039;&#039;&#039;Embalm&#039;&#039;&#039; - &#039;&#039;Level: 40&#039;&#039; - Lag: 32&lt;br /&gt;
:Embalming is the art and science of preserving someone&#039;s remains to forestall their decomposition. Using this skill on a targeted corpse will keep it from decaying, allowing the owner to keep the corpse stashed away for future use.&lt;br /&gt;
*&#039;&#039;&#039;Preeminence&#039;&#039;&#039; - &#039;&#039;Level: 50&#039;&#039; - Lag: ---&lt;br /&gt;
:This passive skill allows the user to control up to five followers at a time. It activates automatically once it is practiced to 60%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
*&#039;&#039;&#039;Gather&#039;&#039;&#039; - &#039;&#039;Level: 30&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 34&#039;&#039;&lt;br /&gt;
:This spell rounds up all your charmies and dumps them in the same room you&#039;re in.  It has none of the restrictions of Recall or Summon, as the creatures involved are already attuned to the caster.&lt;br /&gt;
*&#039;&#039;&#039;Skeleton Crew&#039;&#039;&#039; - &#039;&#039;Level: 30&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 28&#039;&#039;&lt;br /&gt;
:This spell will turn any corpses in the room into weak skeleton pets. If there are many corpses in the room, only enough will be created to accommodate the maximum number you can have. The power of the skeletons depends on the level of the corpse.&lt;br /&gt;
*&#039;&#039;&#039;Corpus Levitas&#039;&#039;&#039; - &#039;&#039;Level: 35&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 12&#039;&#039;&lt;br /&gt;
:When cast, Corpus Levitas will drastically reduce the weight of a targetted NPC corpse, allowing you to carry many of them if you wish.&lt;br /&gt;
*&#039;&#039;&#039;Detonate&#039;&#039;&#039; - &#039;&#039;Level: 35&#039;&#039; - Lag: 8 - &#039;&#039;Mana: 48&#039;&#039;&lt;br /&gt;
:Detonate can only be cast on charmed followers of the caster. Detonate can never be cast on player characters. The Detonate spell attaches a fuse, like that found on a bomb, to the target. The target then initiates a countdown, and at the end of the countdown the target will explode, causing heavy damage to all enemies in the room.&lt;br /&gt;
*&#039;&#039;&#039;Death Coil&#039;&#039;&#039; - &#039;&#039;Level: 40&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 35&#039;&#039;&lt;br /&gt;
:Death Coil can be cast on a pet you own to blow it up, restoring the health of the rest of your group in the room and yourself. The amount of health restored depends on the destroyed pet&#039;s maximum HP.&lt;br /&gt;
*&#039;&#039;&#039;Resurrect&#039;&#039;&#039; - &#039;&#039;Level: 45&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 36&#039;&#039;&lt;br /&gt;
:The Resurrect spell must be cast on a corpse in the inventory of the caster. Casting this spell will cause the corpse to come to life once again - but in zombie form. The resurrected zombie will serve as a loyal pet to the caster until it dies once again.&lt;br /&gt;
:The zombie has the same resistances, vulnerabilities, and armor as the original mob, but are always Slow and cannot be healed. Zombies lose all their special attacks, but gain a gas breath attack, which they use sometimes.&lt;br /&gt;
:After about 10 minutes, zombies will rot so much that they leave only a skeleton behind.&lt;br /&gt;
*&#039;&#039;&#039;Death Pact&#039;&#039;&#039; - &#039;&#039;Level: 45&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 64&#039;&#039;&lt;br /&gt;
:Death Pact may be cast on a pet you own to blow it up, granting the rest of your group in the room and yourself extra damroll as well as weapon and negative resistance. The extra damroll is based on the power of the destroyed pet.&lt;br /&gt;
*&#039;&#039;&#039;Summon&#039;&#039;&#039; - &#039;&#039;Level: 50&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 50&#039;&#039;&lt;br /&gt;
:The summon spell transfers a target, anywhere in the world, to the location of the caster. Neither the caster or target can be in a norecall room; NPC targets cannot be summoned from safe rooms. Some NPCs are immune to summon, and some players have &#039;nosummon&#039; turned on. Characters currently fighting cannot be summoned. NPCs with a level greater than the caster cannot be summoned, HOWEVER Players with a level greater than the caster can be summoned(assuming the previous requirements have been met).&lt;br /&gt;
*&#039;&#039;&#039;Deliver&#039;&#039;&#039; - &#039;&#039;Level: 55&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 8&#039;&#039;&lt;br /&gt;
:Deliver can transport an item in the caster&#039;s inventory to the target&#039;s inventory over great distances. Said item must be in the caster&#039;s inventory, must be visible to the target, and must be removable. The target must have enough carrying capcity to actually receive the item, too. These requirements being met, the object will instantaneously move anywhere in the world to reach the target&#039;s inventory.&lt;br /&gt;
*&#039;&#039;&#039;Guardian Force&#039;&#039;&#039; - &#039;&#039;Level: 55&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 64&#039;&#039;&lt;br /&gt;
:The Guardian Force spell calls upon a mighty guardian to protect the summoner or their ally. For the short duration of the summon, the GF will absorb all damage dealt to their charge, including spells.  When the GF vanishes, it will unleash a special attack which increases in power by the damage the GF sustained.&lt;br /&gt;
*&#039;&#039;&#039;Summon Minighost&#039;&#039;&#039; - &#039;&#039;Level: 60&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 52&#039;&#039;&lt;br /&gt;
:This spell conjures up a minighost to aid the caster.  Minighosts never disappear once summoned, but are very fragile.  They don&#039;t do much damage either, but utilize the Frozen Touch skill in combat, freezing their master&#039;s foes.&lt;br /&gt;
*&#039;&#039;&#039;Cleft Rift&#039;&#039;&#039; - &#039;&#039;Level: 65&#039;&#039; - Lag: 16 - &#039;&#039;Mana: 80&#039;&#039;&lt;br /&gt;
:By casting Cleft Rift, the caster tears open the fabric of space-time, causing a random creature from the Cleft of Dimensions to appear. This creature will act as a loyal pet to the caster. Creatures higher level than the caster will never be summoned.&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Quest_Skills&amp;diff=4376</id>
		<title>Quest Skills</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Quest_Skills&amp;diff=4376"/>
		<updated>2022-10-19T15:56:15Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: /* Quest Spells */ Charge effect added to Create Rose.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Skills.jpg|320px|right|But I&#039;m out of practice points]]&lt;br /&gt;
&lt;br /&gt;
Quest spells, quest skills, or &#039;Qspells&#039; are abilities that are only obtainable as rewards for completing quests. Anything listed under a base class (Knight, compared to Templar; for instance) is accessible by both evolutions.&lt;br /&gt;
&lt;br /&gt;
All of them are granted at 1% and will need to be practiced like other skills gained by leveling up.&lt;br /&gt;
&lt;br /&gt;
The *currently accessible* quest abilities are as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Knight&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;Quest Skills&#039;&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Comet Punch&#039;&#039;&#039; - Lag: 12&lt;br /&gt;
:Comet Punch is a combat skill that does highly variable damage. It can do from two to five hits, with the damage output increasing accordingly. It can also be used to start combat, as well as mid-combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;Quest Spells&#039;&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Cadenza&#039;&#039;&#039; - Lag: 9 -  &#039;&#039;Level: 60&#039;&#039; - &#039;&#039;Mana: 9&#039;&#039;&lt;br /&gt;
:Cadenza does damage of the type that matches the caster&#039;s innate, and of an amount equal to that of their equipped weapon. If the caster has the &amp;quot;None&amp;quot; innate, the damage type is that of the weapon.&lt;br /&gt;
:When charged, this spell does an extra hit; it does yet another extra hit if the user is using the Moogle Capoeira fighting style. &lt;br /&gt;
*&#039;&#039;&#039;Create Rose&#039;&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 30&#039;&#039;&lt;br /&gt;
:This spell creates a sweet-smelling rose in the player&#039;s inventory. Not much simpler than that!&lt;br /&gt;
:This spell can be charged to create a prettier rose.&lt;br /&gt;
*&#039;&#039;&#039;Crusader Saber&#039;&#039;&#039; - Lag: 18 - &#039;&#039;Mana: 32&#039;&#039;&lt;br /&gt;
:Crusader Saber will infuse a weapon with either holy or unholy energy. If the caster is of evil alignment, the weapon will gain the power to do extra damage to good. If the caster is of good alignment, the weapon will gain the power to do extra damage to evil. For the neutral caster, this spell will do nothing.&lt;br /&gt;
:A Holy or Unholy weapon functions regardless of the wielder&#039;s alignment.&lt;br /&gt;
*&#039;&#039;&#039;Float&#039;&#039;&#039; - Lag: 18 - &#039;&#039;Mana: 18&#039;&#039;&lt;br /&gt;
:This spell allows a character to rise off the ground and float freely. This allows one to move freely in sky rooms, float over bodies of water, and be unaffected by earthquake attacks.&lt;br /&gt;
*&#039;&#039;&#039;Psycho Saber&#039;&#039;&#039; - Lag: 18 - &#039;&#039;Mana: 24&#039;&#039;&lt;br /&gt;
:Psycho Saber applies the nervewrack effect to the targeted weapon. Nervewrack deals a small amount of extra mental damage to those who are struck by it, and occasionally applies the Confusion affect. (&#039;&#039;Moon-Innate Knights Only!&#039;&#039;)&lt;br /&gt;
*&#039;&#039;&#039;Stone Saber&#039;&#039;&#039; - Lag: 18 - &#039;&#039;Mana: 24&#039;&#039;&lt;br /&gt;
:Stone Saber can be cast on a weapon in your inventory. It enchants a weapon with the power of earth, causing additional earth damage to occur on every successful attack with that weapon. Only one of Thunder, Flame, Ice or Stone Saber may be cast on a weapon at once. (&#039;&#039;Earth-Innate Knights Only!&#039;&#039;)&lt;br /&gt;
*&#039;&#039;&#039;Thunder Saber&#039;&#039;&#039; - Lag: 18 - &#039;&#039;Mana: 24&#039;&#039;&lt;br /&gt;
:Thunder Saber can be cast on a weapon in the caster&#039;s inventory. It enchants a weapon with the power of lightning, causing additional electric damage to occur on every successful attack with that weapon. Only one of Thunder, Flame, Ice or Stone Saber may be cast on a weapon at once. (&#039;&#039;Wind-Innate Knights Only!&#039;&#039;)&lt;br /&gt;
*&#039;&#039;&#039;Flame Saber&#039;&#039;&#039; - Lag: 18 - &#039;&#039;Mana: 24&#039;&#039;&lt;br /&gt;
:Flame Saber can be cast on a weapon in the caster&#039;s inventory. It enchants a weapon with the power of fire, causing additional burning damage to occur on every successful attack with that weapon. Only one of Thunder, Flame, Stone, or Ice Saber may be cast on a weapon at once. (&#039;&#039;Fire-Innate Knights Only!&#039;&#039;)&lt;br /&gt;
*&#039;&#039;&#039;Ice Saber&#039;&#039;&#039; - Lag: 18 - &#039;&#039;Mana: 24&#039;&#039;&lt;br /&gt;
:Ice Saber can be cast on a weapon in the caster&#039;s inventory. It enchants a weapon with the power of frost, causing additional cold damage to occur on every successful attack with that weapon. Only one of Thunder, Flame, Stone, or Ice Saber may be cast on a weapon at once. (&#039;&#039;Water-Innate Knights Only!&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Thief&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;Quest Skills&#039;&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Butcher&#039;&#039;&#039; - Lag: 8&lt;br /&gt;
:Butcher allows the user to turn the [[corpse]] of an edible foe into a chunk of meat. Poisonous corpses make for poisonous meat.&lt;br /&gt;
*&#039;&#039;&#039;Comet Punch&#039;&#039;&#039; - Lag: 12&lt;br /&gt;
:Comet Punch is a combat skill that does highly variable damage. It can do from two to five hits, with the damage output increasing accordingly. It can also be used to start combat, as well as mid-combat.&lt;br /&gt;
*&#039;&#039;&#039;Nimblehands&#039;&#039;&#039; - Lag: 6&lt;br /&gt;
:This passive skill allows the user to use magical items faster. Whenever a thief uses an item, there is a chance, based on the user&#039;s nimblehands skill, for the delay incurred by item usage to be halved.&lt;br /&gt;
*&#039;&#039;&#039;Warcry&#039;&#039;&#039; - Lag: 6&lt;br /&gt;
:Warcry is an enhancing skill that grants the target a bonus of 4 to their strength stat. Players can use this skill on themselves or on others.&lt;br /&gt;
*&#039;&#039;&#039;Iaido&#039;&#039;&#039; - &#039;&#039;Level: 60&#039;&#039; - Lag: ---&lt;br /&gt;
:Iaido is a passive skill that allows the player to turn the &#039;wield&#039; command into an attack.  With one swift motion, a player will simultaneously execute an extra attack when wielding a new weapon. This skill has an 8 second cooldown.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;Quest Spells&#039;&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Acid Saber&#039;&#039;&#039; - Lag: 18 - &#039;&#039;Mana: 24&#039;&#039;&lt;br /&gt;
:Acid Saber, when cast upon a weapon, coats it with a deadly corrosive acid. The acid burns any unfortunate target of the weapon, dealing an amount of extra damage and occasionally inflicting Osmosis.&lt;br /&gt;
*&#039;&#039;&#039;Fulgor Burst&#039;&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 18&#039;&#039;&lt;br /&gt;
:Channeling the power of their light source, a thief can use this spell to great effect. Their light is destroyed, dealing magical Light damage to the victim, and possibly blinding them in the resulting luminescent flare. There is also the chance that it will temporarily light up the room as per the Flash spell. The damage inflicted is based on caster level, light level, and light duration, where infinite lights deal a large amount.&lt;br /&gt;
*&#039;&#039;&#039;Recharge&#039;&#039;&#039; - Lag: 24 - &#039;&#039;Mana: 60&#039;&#039;&lt;br /&gt;
:The Recharge spell will refill a [[wand]], [[staff]], or [[event]] item to its maximum number of charges. It can also, for [[rod]]-type and some event items, re-set the lag time to make the item immediately usable again. A botched casting can set the maximum charges to zero, however, rendering the item unable to be recharged again. Additionally, it cannot be used on an item of higher level than the caster.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Ninja&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;Quest Spells&#039;&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Darkness&#039;&#039;&#039; - Lag: 18 - &#039;&#039;Mana: 12&#039;&#039;&lt;br /&gt;
:This spell conjures a cloud of darkness to blot out light in the room as well as all surrounding rooms. The darkness will persist even after the caster is gone.&lt;br /&gt;
:Casting Darkness has a chance to dispel any Flashes previously cast in the room.&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Warrior&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;Quest Skills&#039;&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Grizzly Hunting Art&#039;&#039;&#039; - Lag: None&lt;br /&gt;
:Grizzly hunting art is a style that increases the player&#039;s damroll by 20%. It has a chance to inflict grizzly attacks in combat. These attacks can inflict cuts on the victim, causing bleeding worth 4% max HP every combat round.&lt;br /&gt;
*&#039;&#039;&#039;Rescue&#039;&#039;&#039; - Lag: 12&lt;br /&gt;
:This skill allows the user to rescue another character from combat. Using rescue will cause the user to take the place of the target in combat, saving the target from further harm.  Rescue may only be attempted on players or pets.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;Quest Spells&#039;&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Cadenza&#039;&#039;&#039; - Lag: 9 - &#039;&#039;Mana: 9&#039;&#039;&lt;br /&gt;
:Cadenza is a difficult spell to master, because it uses magical forces unfamiliar to the Warrior.  By releasing their inner strength and channeling it through the weapon, the user of this ability slices with a magical aura around them.  Cadenza does damage of the type that matches the caster&#039;s innate.  The damage is equal to that of the equipped weapon.   When charged, the spell does an extra hit; it does yet another extra hit if the user is fighting in the Moogle Capoeira style.  Cadenza costs few MP and has little to no lag time. If the caster has the &amp;quot;None&amp;quot; innate, the damage type is that of the weapon(Usually slash/bash/pierece).&lt;br /&gt;
*&#039;&#039;&#039;Psycho Saber&#039;&#039;&#039; - Lag: 18 - &#039;&#039;Mana: 24&#039;&#039;&lt;br /&gt;
:Psycho Saber applies the nervewrack effect to the targeted weapon. Nervewrack deals a small amount of extra mental damage to those who are struck by it, and occasionally applies the Confusion affect.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Warlord&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;Quest Skills&#039;&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Moogle Capoeira&#039;&#039;&#039; - Lag: None&lt;br /&gt;
:Moogle capoeira is a style that increases hitroll by 25% and improves AC by 9.  It also has a chance to initiate extra attacks in the way of spinning kicks and can allow for cartwheels, flips and other acrobatic maneuvers. With this style active, both Dance and Cadenza do more damage.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Gladiator&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;Quest Skills&#039;&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Matango Breakdancing&#039;&#039;&#039; - Lag: None&lt;br /&gt;
:Matango breakdancing is a style that reduces hitroll by 20%.  It also has a chance to deliver various breakdancing moves in the way of attacks.  These attacks can also confuse opponents, forcing them to sometimes hit themselves. Breakdancing attacks will also sap movement points from the target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Priest&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;Quest Spells&#039;&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Deliver&#039;&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 8&#039;&#039;&lt;br /&gt;
:Deliver can transport an item in the caster&#039;s inventory to the target&#039;s inventory over great distances. Said item must be in the caster&#039;s inventory, must be visible to the target, and must be removable. The target must have enough carrying capcity to actually receive the item, too. These requirements being met, the object will instantaneously move anywhere in the world to reach the target&#039;s inventory.&lt;br /&gt;
*&#039;&#039;&#039;Favour&#039;&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 10&#039;&#039;&lt;br /&gt;
:These spells, not normally obtainable by player classes, are available in a variety of other forms (pills, potions etc). One who is lucky enough to be in the good graces of the named being is shielded from their like element.&lt;br /&gt;
&lt;br /&gt;
:*Shiva - Resist cold&lt;br /&gt;
:*Ifrit - Resist fire&lt;br /&gt;
:*Ramuh - Resist electricity&lt;br /&gt;
:*Titan - Resist earth&lt;br /&gt;
:*Alexander - Resist energy&lt;br /&gt;
:*Alraune - Resist wood&lt;br /&gt;
&lt;br /&gt;
:The syntax is &#039;Cast Shivas Favour target&#039;, etc. Each Priest can only get whichever favour spell that matches their innate.&lt;br /&gt;
*&#039;&#039;&#039;Nurse&#039;&#039;&#039; - Lag: 18 - &#039;&#039;Mana: 36&#039;&#039;&lt;br /&gt;
:This spell summons a fairy nurse to magically heal someone who is not in the same room as the caster. If you DO target someone in the same room, it will act like the Vitalize spell. Both Vitalize and Nurse will have their cooldown triggered if you do this.&lt;br /&gt;
*&#039;&#039;&#039;Pearl&#039;&#039;&#039; - Lag: 18 - &#039;&#039;Mana: 120&#039;&#039;&lt;br /&gt;
:Pearl deals Light-type damage to a random enemy in the room three separate times(spread thin among many foes or concentrated on just a solo occupant). When Charged, Pearl will bombard the room with six blasts instead of three.&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Wizard&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;Quest Spells&#039;&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Arcane Lock&#039;&#039;&#039; - Lag: 8 - &#039;&#039;Mana: 12&#039;&#039;&lt;br /&gt;
:The Arcane Lock spell does as its title suggests.  When cast on an exit, for the duration, the locked door can neither be lock picked nor passed through.  However, it is considered a room affect, so the Tranquility spell can remove it.&lt;br /&gt;
*&#039;&#039;&#039;Brilliance&#039;&#039;&#039; - Lag: 16 - &#039;&#039;Mana: 24&#039;&#039;&lt;br /&gt;
:Brilliance is a stat augmentation spell that increases the intelligence of the target by 4. The duration increases with the level of the caster. Only one of Limber, Sage Aura, Brilliance, Valor, Vigor or warcry can be active on a character at a time.&lt;br /&gt;
*&#039;&#039;&#039;Dispel&#039;&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 100&#039;&#039;&lt;br /&gt;
:Casting Dispel on a target will remove all positive spell effects, such as Barrier and Haste. However, this is treated as an aggressive action and will trigger combat.&lt;br /&gt;
*&#039;&#039;&#039;Rainbow&#039;&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 200&#039;&#039;&lt;br /&gt;
:Rainbow will deal damage to the target six times, with each hit corresponding with a different innate. Each hit has the power of a tier-1 offensive Wizard spell. While powerful, it comes with a high mana cost.&lt;br /&gt;
*&#039;&#039;&#039;Tornado&#039;&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 58&#039;&#039;&lt;br /&gt;
:Drawing on the raw power of the wind, a Time Mage can direct its flow into a whirling column of confusion and destruction. This spell&#039;s damage increases with the windiness of the area. Additionally, it has a chance to confuse the enemy. With insufficient wind, the spell cannot confuse and will do only marginal damage.&lt;br /&gt;
:This spell can be charged to cause 1.5x damage. It deals wind-type damage.&lt;br /&gt;
*&#039;&#039;&#039;Fluid Magic&#039;&#039;&#039; - Lag: 8 - &#039;&#039;Mana: 12&#039;&#039;&lt;br /&gt;
:This spell takes some of the caster&#039;s mana and donates it to the target. At high skill percentages, this spell will donate more than the caster gives away.&lt;br /&gt;
*&#039;&#039;&#039;Darkmatter&#039;&#039;&#039; - Lag: 18 - &#039;&#039;Mana: 30&#039;&#039;&lt;br /&gt;
:Darkmatter inflicts a massive burst of Dark-type damage to the target, while also inflicting the casting wizard with a severe bout of bleeding.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Summoner&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;Quest Spells&#039;&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Barrier&#039;&#039;&#039; - Lag: 8 - &#039;&#039;Mana: 5&#039;&#039;&lt;br /&gt;
:Barrier can be used to grant bonus armor to its target. Barrier bestows some extra points of armor class which expire after a short time. The duration of the spell increases with level.&lt;br /&gt;
*&#039;&#039;&#039;Fluid Magic&#039;&#039;&#039; - Lag: 8 - &#039;&#039;Mana: 12&#039;&#039;&lt;br /&gt;
:Fluid Magic takes some of the caster&#039;s mana and donates it to the target. This spell cannot be cast if the caster has very little mana to begin with. At high skill percentages, this spell will actually donate more mana to the target than the caster gives away.&lt;br /&gt;
*&#039;&#039;&#039;Harvest Sprite&#039;&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 24&#039;&#039;&lt;br /&gt;
:Casting this spell summons a small sprite to your aid. The sprite&#039;s ability to withstand blows and deal damage is initially pathetic, unless the owner chooses to carry with him a variety of (Humming) musical instruments found throughout the Cleft. The harvest sprite will augment its abilities to aid the owner based on what instrument is played to it.&lt;br /&gt;
*&#039;&#039;&#039;Shell&#039;&#039;&#039; - Lag: 18 - &#039;&#039;Mana: 24&#039;&#039;&lt;br /&gt;
:As you may or may not expect, Summoners who use this spell literally conjure a turtle shell from thin air.  It plops down around the victim, freezing them in place.  While under the affects of the Shell spell, the victim cannot perform any action, but they are immune to all forms of damage.  It can be cast on allies as well as enemies, but enemies will receive a saving throw, and anyone who is immune to Summon will not be affected by this conjuration. This spell can be removed via the &#039;Dispel&#039; spell.&lt;br /&gt;
*&#039;&#039;&#039;Viscous Servant&#039;&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 35&#039;&#039;&lt;br /&gt;
:This spell conjures up a faithful but weak slime to follow around its master.  Although the slime is not very strong, it has a very large inventory capacity - so they may carry anything the summoner does not have room for.  Unfortunately, they are also cute and pink, so other monsters have a particular hatred for them, and will occasionally prioritize attacking them instead.&lt;br /&gt;
*&#039;&#039;&#039;Voltorb&#039;&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 18&#039;&#039;&lt;br /&gt;
:The Voltorb spell conjures an animated sphere, which will explode after a few rounds of combat, causing damage to enemies. The amount of damage increases dramatically as the sphere charges, but if it is attacked, it will explode prematurely. This spell can be Charged to kick-start the countdown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Geomancer&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;Quest Spells&#039;&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Charge&#039;&#039;&#039; - Lag: 8 - &#039;&#039;Mana: 30&#039;&#039;&lt;br /&gt;
:The channeling of mana, while second nature to most wizards, can be magnified to allow better results.  The charge spell infuses the target with a charge, greatly improving the effects of the next spell used by the target.  Most offensive spells will have their damage output increased by half when charged, although other spells may have other effects added.&lt;br /&gt;
Charge wears off after it has boosted one spell. You can cast this spell on yourself or others.&lt;br /&gt;
*&#039;&#039;&#039;Faerie Fog&#039;&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 40&#039;&#039;&lt;br /&gt;
:Faerie Fog is a spell which applies the Faerie Fire affect to everything in the room. The farie fire affect nullifies Hide and Invisibility.  It does not remove them, however; If faerie fire wears off before Invis or Hide, you&#039;ll continue to be unseen afterwards.&lt;br /&gt;
*&#039;&#039;&#039;Leech Seed&#039;&#039;&#039; - Lag: 8 - &#039;&#039;Mana: 16&#039;&#039;&lt;br /&gt;
:When cast, Leech Seed will attempt to plant energy sapping seeds onto the target. If they successfully sprout, the plant will drain health from the enemy, transfering it to  thecaster every round. The amount of health drained away increases with targets that have higher HP totals. No energy will be drained if the donor and recipient aren&#039;t in the same room.&lt;br /&gt;
*&#039;&#039;&#039;Miasmic Cloud&#039;&#039;&#039; - Lag: 16 - &#039;&#039;Mana: 24&#039;&#039;&lt;br /&gt;
:A cloud of toxic gas is emitted from the Geomancer, clouding the entire room. Everyone in it will be affected by a penalty to one of their stats which rotates for the duration of the spell (-Int, then -Str, then -Dex).&lt;br /&gt;
*&#039;&#039;&#039;Sakura&#039;&#039;&#039; - Lag: 16 - &#039;&#039;Mana: 200&#039;&#039; &#039;&#039;(All Evolved Geomancers can learn this.)&#039;&#039;&lt;br /&gt;
:Sakura conjures forth a whirlwind of cherry blossoms that prevent everyone in the room from being reduced below 1 HP. The duration of the blossoms increases when it is rainier, windier, and when the room is more overgrown.&lt;br /&gt;
*&#039;&#039;&#039;Bee Storm&#039;&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 16&#039;&#039;&lt;br /&gt;
:Bee Storm conjures a swarm of angry bees to pursue the target. The target will be harassed by a gradually increasing number of bees that deal poison damage over time. The bee storm may induce panic in the target, compelling him to flee the room.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Time Mage&#039;&#039;&#039; ==&lt;br /&gt;
*&#039;&#039;&#039;Moon Saber&#039;&#039;&#039; - Lag: 18 - &#039;&#039;Mana: 32&#039;&#039;&lt;br /&gt;
:Moon Saber can be cast on a weapon in the caster&#039;s inventory. This spell will imbue the targeted item with the power to drain health from those it strikes. Health drained from a target will be transferred to the wielder of the weapon. Only one of Leaf Saber and Moon Saber can be cast on a weapon at a time.&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Dancer&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;Quest Skills&#039;&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Leap&#039;&#039;&#039; - Lag: 16 - Move: 20&lt;br /&gt;
:With an olympic leap, the user can jump clear over a room, bypassing any mobs or hazards present. For example, if three rooms A, B, and C are connected in a line west-to-east, &#039;leap east&#039; will allow moving from A to C while bypassing B. Some mobs and room features are not bypassable.&lt;br /&gt;
:You cannot leap from a [[vehicle]], and a leapist&#039;s followers will not automatically follow after a leap.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;Quest Spells&#039;&#039;===&lt;br /&gt;
*&#039;&#039;&#039;Limber&#039;&#039;&#039; - Lag: 16 - &#039;&#039;Mana: 24&#039;&#039;&lt;br /&gt;
:Limber is a stat augmentation spell that increases the dexterity of the target by 4. The duration increases with the level of the caster. Only one of Limber, Sage Aura, Brilliance, Valor, Vigor or warcry can be active on a character at a time.&lt;br /&gt;
*&#039;&#039;&#039;Restore Movement&#039;&#039;&#039; - Lag: 18 - &#039;&#039;Mana: 25&#039;&#039;&lt;br /&gt;
:This spell restores an amount of movement points to the target equal to the level of the caster.&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Everyone&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
===Quest Skills===&lt;br /&gt;
*&#039;&#039;&#039;Wino Wherewithal&#039;&#039;&#039; - Lag: None&lt;br /&gt;
:Wino Wherewithal is a passive skill. If you have this, and you are drunk, your regeneration rates are increased 50%.  Don&#039;t go driving though.&lt;br /&gt;
*&#039;&#039;&#039;Toss&#039;&#039;&#039; - Lag: 12&lt;br /&gt;
:The Toss skill allows you to use potions on other creatures and players.&lt;br /&gt;
&lt;br /&gt;
===Quest Spells===&lt;br /&gt;
*&#039;&#039;&#039;Magic Missile&#039;&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 15&#039;&#039;&lt;br /&gt;
:The Magic Missile spell fires a bolt of magical energy at a foe, dealing  a moderate amount of energy-type damage. It can occasionally fire multiple missiles at once, but victims with good Saves may only take half damage.&lt;br /&gt;
*&#039;&#039;&#039;Magic Rocket&#039;&#039;&#039; - Lag: 24 - &#039;&#039;Mana: 36&#039;&#039;&lt;br /&gt;
:The Magic Rocket spell deals a large amount of irresistable, non-elemental damage to a single target.  There is a chance that it can miss, however, and will miss more often against smaller-sized targets.&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Moogles&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
===Quest Skills===&lt;br /&gt;
*&#039;&#039;&#039;Mogdance&#039;&#039;&#039; - Lag: 24&lt;br /&gt;
:Mogdance is a combat skill, similar to the spell &#039;Geomance&#039;. It does different types of damage depending on what room the user is in. For a list of effects, see [[Flags_Compendium#SECTOR]].&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Ranboobs&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
===Quest Spell===&lt;br /&gt;
*&#039;&#039;&#039;Leech Seed&#039;&#039;&#039; - Lag: 8&lt;br /&gt;
:When cast, Leech Seed will attempt to plant energy sapping seeds onto the target. If they successfully sprout, the plant will drain health from the enemy, transfering it to the caster every round. The amount of health drained away increases with targets that have higher HP totals. No energy will be drained if the donor and recipient aren&#039;t in the same room.&lt;br /&gt;
&lt;br /&gt;
=Reserved Skills=&lt;br /&gt;
&#039;&#039;&#039;Builders!&#039;&#039;&#039;: If you are working on adding a quest skill/spell to the MUD, please add a reserved tag to the item on the list.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ List of Quest Skills&lt;br /&gt;
|- &lt;br /&gt;
! Skill Name&lt;br /&gt;
! Description&lt;br /&gt;
! Status&lt;br /&gt;
|-&lt;br /&gt;
|Blam Gush || (Geomancer) Deals wind damage and attempts to blow all targets out of the room. Like a better Tsunami || {{SkillReserved}}&lt;br /&gt;
|-&lt;br /&gt;
|Leaf Saber || (Terraformer) (Knight) Allows weapon to drain some MP with each hit || {{SkillReserved}}&lt;br /&gt;
|-&lt;br /&gt;
|Phlogiston || Recharges light sources || {{SkillReserved}}&lt;br /&gt;
|-&lt;br /&gt;
|screech || Worsens the armor class of all enemies in the room by 30 || {{SkillReserved}}&lt;br /&gt;
|-&lt;br /&gt;
|Seraph Form || (Priest) Gives the caster greatly increased Saves and HP, but prevents them from casting spells. || {{SkillReserved}}&lt;br /&gt;
|-&lt;br /&gt;
|White Wind || (Priest) Heals group for amount of HP caster currently has || {{SkillReserved}}&lt;br /&gt;
|-&lt;br /&gt;
|karma || (Priest) strike back at enemies when you heal status effects || {{SkillReserved}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Thief&amp;diff=4375</id>
		<title>Thief</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Thief&amp;diff=4375"/>
		<updated>2022-10-19T15:54:27Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;position:relative; margin: 0 0 0.5em 1em; border-collapse: collapse; float:right; background:white; clear:right; width:200px;&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background: {{{color|#fff}}};&amp;quot;|&#039;&#039;&#039;{{{name|{{PAGENAME}}}}}&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align:center&amp;quot;&amp;gt;[[image:Thief.png]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Comes armed with sneaky tricks&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Style: Evade. Steal. ????? &#039;&#039;&#039;PROFIT!!&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Primary Stat: [[Statistics#Dexterity|Dexterity]]&lt;br /&gt;
|-&lt;br /&gt;
|HP Gain per Level: 7-10&lt;br /&gt;
|-&lt;br /&gt;
|MP Gain per Level: 1-1&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Skills: 1* (Short Piercing + 1 other)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Thief&#039;&#039;&#039;=&lt;br /&gt;
The Thief is a class adept at sneak attacks and avoiding the enemy. Thieves can move stealthily through areas and detect the stealth of others. They can pick locks, steal items, and do other generally underhanded things to assist them. Thieves do not get penalized experience points for fleeing combat.&lt;br /&gt;
&lt;br /&gt;
At level 30, a Thief may evolve into either a [[Ninja]] or a [[Merchant]].&lt;br /&gt;
Thieves are proficient in short piercing (daggers) weapons and may select one other weapon type in which to be proficient. &lt;br /&gt;
&lt;br /&gt;
The primary attribute of the thief is [[Statistics#Dexterity|Dexterity]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*&#039;&#039;&#039;Steal&#039;&#039;&#039; - &#039;&#039;Level 1&#039;&#039; - Lag: 16&lt;br /&gt;
:The Steal skill allows the user to remove things and cash from the target&#039;s inventory. Specifying &#039;steal coins&#039;, &#039;steal gold&#039;, or &#039;steal silver&#039; will allow you to target the mob&#039;s money instead of their items. You can steal up to 1/4 of a mob&#039;s money (although you will still get the full amount for defeating them).&lt;br /&gt;
:If you target only &#039;item&#039;, you will get an item at random. You cannot steal WORN equipment (see Help Pry). &lt;br /&gt;
:You will always successfully get the item (or coins) you want. However, if you fail to be sneaky enough, your victim will attack you. Stealing in combat will prompt an extra attack if you fail. Sleeping people and those who can&#039;t see you are much easier to rob. After you steal successfully (coins or items), nobody can steal from that target again for a while, as they are affected by &amp;quot;empty wallet&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Dodge&#039;&#039;&#039; - &#039;&#039;Level 2&#039;&#039; - Lag: ---&lt;br /&gt;
:Dodge is a passive skill that allows a character to deftly avoid attacks. Unlike similar defensive skills, dodge is not at all affected by what sort of equipment the user wears.&lt;br /&gt;
:Dodge has a skill/4% chance to work, halved when you can&#039;t see the attacker.&lt;br /&gt;
*&#039;&#039;&#039;Circle&#039;&#039;&#039; - &#039;&#039;Level 3&#039;&#039; - Lag: 6&lt;br /&gt;
:It does 1.5x the damage of a regular attack, but it has more lag and is prone to miss unless used immediately after a successful dodge; at which point it is guaranteed to hit.&lt;br /&gt;
*&#039;&#039;&#039;Kick&#039;&#039;&#039; - &#039;&#039;Level 5&#039;&#039; - Lag: 18&lt;br /&gt;
:Kick is a skill that can be used once the user is already in combat.  Kick launches a flying kick at the enemy, causing damage.  If the user&#039;s dexterity is high enough, up to two additional kicks can be comboed into the first one, causing additional damage. Kick does bashing damage based on the user&#039;s level.&lt;br /&gt;
*&#039;&#039;&#039;Hide&#039;&#039;&#039; - &#039;&#039;Level 8&#039;&#039; - Lag: 6&lt;br /&gt;
:Hide allows the user to obscure his presence, preventing detection by most. Using this skill gives no success or failure message, however.&lt;br /&gt;
:The only things that will un-hide you are: moving between rooms, initiating combat, and using the VISIBLE command.&lt;br /&gt;
*&#039;&#039;&#039;Sneak&#039;&#039;&#039; - &#039;&#039;Level 8&#039;&#039; - Lag: 6&lt;br /&gt;
:The sneak skill, when activated and successful (visible in affects) allows the player to enter and exit rooms without alerting others.  However, mobiles are ever alert and sneaking may not be enough to avoid aggressive action. Typing &#039;visible&#039; will cancel the sneak affect.&lt;br /&gt;
*&#039;&#039;&#039;Dirt Kick&#039;&#039;&#039; - &#039;&#039;Level 10&#039;&#039; - Lag: 12&lt;br /&gt;
:Kicking dirt into their target&#039;s eyes, or any other form of debris, the player can temporarily blind the target - lowering their hitroll and removing their ability to see.  This skill can be used during combat or to initiate it.  &lt;br /&gt;
*&#039;&#039;&#039;Pick Lock&#039;&#039;&#039; - &#039;&#039;Level 15&#039;&#039; - Lag: 12&lt;br /&gt;
: Using picks, dexterous hands, or precise force, a player can unlock a once locked door or container. Exits and objects vary in difficulty in locks; some may be easier to open than others, while some may only be opened via the pick lock ability.&lt;br /&gt;
*&#039;&#039;&#039;Sense Hidden&#039;&#039;&#039; - &#039;&#039;Level 15&#039;&#039; - Lag: ---&lt;br /&gt;
:The sense hidden skill provides the user with a chance to detect hidden characters.  The user will have a chance to notice hidden characters whenever he looks in a room.  Unlike other sources of detection, this skill is never assured to work.  It may only reveal some or none of the characters hidden in a room.  &lt;br /&gt;
*&#039;&#039;&#039;Fling&#039;&#039;&#039;  - &#039;&#039;Level 20&#039;&#039; - Lag: 16&lt;br /&gt;
:This ability allows the user to toss a wielded &amp;quot;short piercing&amp;quot; weapon at the enemy. Doing so will cause triple the regular damage of the weapon to the opponent. The thrown dagger will either bounce to the ground or be stuck in the opponent (in which case it goes to their inventory). By caching extra weapons to throw, heavy damage can be inflicted with fling.&lt;br /&gt;
*&#039;&#039;&#039;Pry&#039;&#039;&#039; - &#039;&#039;Level 20&#039;&#039; - Lag: 18&lt;br /&gt;
:Pry is an active skill.  With their weapon or hands, a player can pry off an item in the &amp;lt;hold&amp;gt; or &amp;lt;shield&amp;gt; slot of their opponent.  A failed attempt will initiate an attack. &lt;br /&gt;
:The base chance is your skill%&lt;br /&gt;
:If the victim is asleep, then that chance is +50% If he can&#039;t see you, it&#039;s +25% And for every size category difference, there is a +/-10% modifier.&lt;br /&gt;
*&#039;&#039;&#039;2x-Cut&#039;&#039;&#039; - &#039;&#039;Level 25&#039;&#039; - Lag: ---&lt;br /&gt;
:The 2x-cut skill grants the user a chance at an extra attack during every round of combat.  The effectiveness of this skill suffers dramatic reduction with exceptionally heavy weapons, and it works best when the user is skilled with their weapon in addition to 2x-cut.&lt;br /&gt;
:Successive extra attacks deal decreasing fractional damage of the first attack.&lt;br /&gt;
*&#039;&#039;&#039;Palm&#039;&#039;&#039; - &#039;&#039;Level 25&#039;&#039; - Lag: 0&lt;br /&gt;
:A skill of greed, the palm skill allows the player to pick up an object from the ground without being noticed.  A failed attempt will only give the same echo that would be given if the player had just typed &#039;get &amp;lt;object&amp;gt;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Base Thief does not have any natural spells.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Ninja&#039;&#039;&#039;=&lt;br /&gt;
The Ninja is one of two classes a [[Thief]] may evolve into at level 30.&lt;br /&gt;
&lt;br /&gt;
Trained in sabotage, espionage, scouting, and assassination, their expertise lies in doing a lot of damage and avoiding aggression&lt;br /&gt;
through stealth or hit-and-run tactics. Ninjas rely on quick reflexes through their various reactionary abilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*&#039;&#039;&#039;Backstab&#039;&#039;&#039; - &#039;&#039;Level 30&#039;&#039; - Lag: 24&lt;br /&gt;
:The backstab skill can be used only with short piercing weapons, and it can only be used to initiate combat.  Backstabbing the opponent allows delivery of a devastating blow, dealing several times normal damage.  However, a failed backstab leaves the thief open to retaliation.&lt;br /&gt;
:Backstab does triple weapon damage plus the one eighth of the user&#039;s level. It always hits against sleeping foes at 2% skill or better. But, it cannot be used on foes already at 1/3 hp or below. You must be HIDDEN or INVISIBLE to your opponent to sneak up on them.&lt;br /&gt;
*&#039;&#039;&#039;Smokescreen&#039;&#039;&#039; - &#039;&#039;Level: 30&#039;&#039; - Lag: ---&lt;br /&gt;
:A passive skill, the smokescreen ability allows a fleeing player to toss down various reagents.  In a series of reactions, the fleeing player can create a screen of smoke that masks the direction to which he fled to.  This skill is checked each time the player flees.&lt;br /&gt;
*&#039;&#039;&#039;Dual-Wield&#039;&#039;&#039; - &#039;&#039;Level: 30&#039;&#039; - Lag: ---&lt;br /&gt;
:Dual wield is a skill that allows the player to wield a second,one-handed weapon. With the dual wield skill, the player has a chance to strike with an extra attack during combat, using their secondary weapon. Secondary weapons are functional for the purposes of skills requiring a specific type of wielded weapon&lt;br /&gt;
*&#039;&#039;&#039;Shadow Stalk&#039;&#039;&#039; - &#039;&#039;Level: 40&#039;&#039; - Lag: ---&lt;br /&gt;
:Shadow stalk is a passive skill that allows one to, surprisingly, stalk among the shadows.  If the user is hidden, and attempts to move into a dark or night-time room, they will remain hidden.&lt;br /&gt;
*&#039;&#039;&#039;Doppelganger&#039;&#039;&#039; - &#039;&#039;Level: 40&#039;&#039; - Lag: 18&lt;br /&gt;
:An active skill, the doppelganger ability allows the player to create a copy of themselves to take their place in combat.  With the clone in place, the player may then flee.  The clone drains the player&#039;s HP (at a rate of 10% of their max HP), and while it can take the damage, it cannot dish it out. The doppelganger skill can let you flee through a firetrap -- yours or anyone else&#039;s.&lt;br /&gt;
*&#039;&#039;&#039;Firetrap&#039;&#039;&#039; - &#039;&#039;Level: 45&#039;&#039; - Lag: 18&lt;br /&gt;
:Used during combat, the firetrap skill allows the player to create a ring of fire that will prevent anyone in the room from fleeing. If they attempt to flee, they will take fire damage. Those immune to fire, however, can pass through the ring and flee normally.&lt;br /&gt;
*&#039;&#039;&#039;Fumes&#039;&#039;&#039; - &#039;&#039;Level: 45&#039;&#039; - Lag: 24&lt;br /&gt;
:A combative skill, the fumes ability allows the player to drop canisters, unleashing a poison attack on anyone not grouped with them.  The fewer the exits there are, the more potent the attack.&lt;br /&gt;
:The gas contains a toxin capable of poisoning foes as the Blight spell does.&lt;br /&gt;
*&#039;&#039;&#039;Double Image&#039;&#039;&#039; - &#039;&#039;Level: 50&#039;&#039; - Lag: 12&lt;br /&gt;
:The double image skill causes an afterimage of the user to appear, obscuring their location. Any damaging skill, spell, or special attack against the user has a 50% chance to hit the image instead, nullifying the attack and (usually) the illusion.&lt;br /&gt;
*&#039;&#039;&#039;Incite&#039;&#039;&#039; - &#039;&#039;Level: 55&#039;&#039; - Lag: 16&lt;br /&gt;
:A crafty, stealthy ninja can trick his enemies into fighting one another. The incite skill uses a ruse to trick one target, the aggressor, into starting a fight with a second target, the victim.&lt;br /&gt;
:Incite is much less likely to work if either target can see the user. Mobs that would normally assist each other in a fight are less likely to be incited against one another. Neither the aggressor nor the user can already be fighting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
*&#039;&#039;&#039;Exit&#039;&#039;&#039; - &#039;&#039;Level: 35&#039;&#039; - Lag: 24 - &#039;&#039;Mana: 70&#039;&#039;&lt;br /&gt;
:When cast, the Exit spell will set the current room you are in as a recall point. When cast again, you will be teleported back  to this room, but only if you are in the same area as your exit point. Casting Exit with the &#039;forget&#039; target will make you forget any room you already have targetted.&lt;br /&gt;
*&#039;&#039;&#039;Venom Saber&#039;&#039;&#039; - &#039;&#039;Level: 35&#039;&#039; - Lag: 18 - &#039;&#039;Mana: 24&#039;&#039;&lt;br /&gt;
:This spell applies poison to a weapon, giving it a chance to poison anything it hits.&lt;br /&gt;
*&#039;&#039;&#039;Fear&#039;&#039;&#039; - &#039;&#039;Level: 45&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 18&#039;&#039;&lt;br /&gt;
:When unable to escape from a foe, the Fear spell allows a ninja to force that foe to escape from them! Being afraid may also make foes skip a round of combat entirely.&lt;br /&gt;
:Fear can be resisted as a Mental effect.&lt;br /&gt;
*&#039;&#039;&#039;Leeches&#039;&#039;&#039; - &#039;&#039;Level: 50&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 24&#039;&#039;&lt;br /&gt;
:If the target of this spell is poisoned, this spell deal a large amount of Drain-type damage and, probably, un-poison the target.&lt;br /&gt;
:Victims with any level of poison will take full damage, but those affected by very strong poison may even remain poisoned afterwards!&lt;br /&gt;
:Casting this on yourself as a desperate way to remove poison will cause only negligible damage.&lt;br /&gt;
:This spell has a cooldown before it can be cast again, but if it fails due to the target not being poisoned, or being immune to Drain attacks, then the cooldown will not be triggered.&lt;br /&gt;
*&#039;&#039;&#039;Shadow Step&#039;&#039;&#039; - &#039;&#039;Level: 60&#039;&#039; - Lag: 6 - &#039;&#039;Mana: 20&#039;&#039;&lt;br /&gt;
:This spell may be cast when you are victim of an attack that took away 1/4 or more of your max HP. You respond by returning damage equal to the amount you took, and healing the same amount! While this ability has a fairly sizeable cooldown period, it incurs very little lag.&lt;br /&gt;
*&#039;&#039;&#039;Phantom Cloak&#039;&#039;&#039; - &#039;&#039;Level: 65&#039;&#039; - Lag: 24 - &#039;&#039;Mana: 120&#039;&#039;&lt;br /&gt;
:This spell cloaks your whole group with invisibility for 30 seconds.&lt;br /&gt;
*&#039;&#039;&#039;Jutsu&#039;&#039;&#039; - &#039;&#039;Level: 70&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 60&#039;&#039;&lt;br /&gt;
:Highly skilled Ninjas can tap into their innate element, performing a magical jutsu attack. It will deal tier 1 damage of the caster&#039;s element to the target, and always attempts to inflict a status affect. The affect, like the damage, depends on the  caster&#039;s innate.&lt;br /&gt;
{| &lt;br /&gt;
! Innate !! Damtype !! Affect&lt;br /&gt;
|-&lt;br /&gt;
| Water || Water || Osmose&lt;br /&gt;
|-&lt;br /&gt;
| Moon || Light || Daze&lt;br /&gt;
|-&lt;br /&gt;
| Wood || Wood || Poison&lt;br /&gt;
|-&lt;br /&gt;
| Fire || Fire || Burn&lt;br /&gt;
|-&lt;br /&gt;
| Wind || Wind || Confuse&lt;br /&gt;
|-&lt;br /&gt;
| Earth || Earth || Sprain&lt;br /&gt;
|-&lt;br /&gt;
| None || Slashing || Blind&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;Merchant&#039;&#039;&#039;=&lt;br /&gt;
The Merchant is one of two classes a [[Thief]] may evolve into at level 30.&lt;br /&gt;
&lt;br /&gt;
Merchants love money, and obtaining things with their stash of money. The abilities of a Merchant focus on obtaining more bang for their buck. They are able to horde around lots of items, and improve the abilities of said items. While they easily accumulate wealth, the Merchant is still quite stingy, making sure to get the best deal possible at stores.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
*&#039;&#039;&#039;Gilgame Heart&#039;&#039;&#039; - &#039;&#039;Level: 30&#039;&#039; - Lag: ---&lt;br /&gt;
:No pain, no gain, epitomizes the gilgame heart skill.  Passive, it allows the player to convert their loss of blood into silver.  With each point of health the player loses in combat, there is a chance that it will be converted into a silver coin.  The amount of damage taken equals the amount of silver gained, at least when the skill is mastered.&lt;br /&gt;
*&#039;&#039;&#039;GP-Toss&#039;&#039;&#039; - &#039;&#039;Level: 30&#039;&#039; - Lag: 16&lt;br /&gt;
:A skill of combat, gptoss can be used by the player to unleash a wave of damage on the target by utilizing the player&#039;s gold coin supply.  If gold is not available silver will be used, but at a lesser potency.&lt;br /&gt;
*&#039;&#039;&#039;Haggle&#039;&#039;&#039; - &#039;&#039;Level: 30&#039;&#039; - Lag: ---&lt;br /&gt;
:With the haggle skill, a player can convince a shopkeeper to sell an item for less than marked.  Likewise, a player can also convince a shopkeeper to buy something for more than its original cost.  This skill is passive and is checked each time the player buys or sells something.&lt;br /&gt;
*&#039;&#039;&#039;Heave&#039;&#039;&#039; - &#039;&#039;Level: 33&#039;&#039; - Lag: 16&lt;br /&gt;
:With this ability, the user may heave their inventory at the enemy, dealing bash damage and knocking them down. The damage dealt is based on how many items you are carrying. Using this skill will not make you lose any of your inventory.&lt;br /&gt;
*&#039;&#039;&#039;Peek&#039;&#039;&#039; - &#039;&#039;Level: 35&#039;&#039; - Lag: 4&lt;br /&gt;
:The peek skill allows the user to look into the inventories of other players or mobiles.  This skill has a chance to activate whenever the user looks at someone, revealing the full contents of the target&#039;s inventory.&lt;br /&gt;
*&#039;&#039;&#039;Swindle&#039;&#039;&#039; - &#039;&#039;Level: 35&#039;&#039; - Lag: ---&lt;br /&gt;
:With the swindle skill, a player can convince a shopkeeper that any item he has is worth something, and will be able trick the shopkeeper into purchasing items they normally would not be interested in. This ability does not stack with haggle, and the most a shopkeeper will give you for swindling them is half of the item&#039;s value. This skill is passive and is checked each time the player tries to sell something to a shopkeeper that doesn&#039;t buy that type of item.&lt;br /&gt;
*&#039;&#039;&#039;Scuppered&#039;&#039;&#039; - &#039;&#039;Level: 40&#039;&#039; - Lag: ---&lt;br /&gt;
:With this passive ability, being an alcoholic won&#039;t be entirely detrimental to your advancement. At the expense of accuracy, you gain a bonus to damage while drunk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
*&#039;&#039;&#039;Midas Glow&#039;&#039;&#039; - &#039;&#039;Level: 33&#039;&#039; - Lag: 16 - &#039;&#039;Mana: 12&#039;&#039;&lt;br /&gt;
:This spell will convert a piece of gold on hand into a source of light.&lt;br /&gt;
*&#039;&#039;&#039;Create Booze&#039;&#039;&#039; - &#039;&#039;Level: 38&#039;&#039; - Lag: 16 - &#039;&#039;Mana: 16&#039;&#039;&lt;br /&gt;
:For fast, cheap alcohol, this spell beats nothing else. Create booze will conjure up a container of an alcohol beverage for your enjoyment. What type of alcohol you create depends on your Constitution stat.&lt;br /&gt;
:This can be charged to increase the strength of the alcohol you create.&lt;br /&gt;
*&#039;&#039;&#039;Scan&#039;&#039;&#039; - &#039;&#039;Level: 40&#039;&#039; - Lag: 16 - &#039;&#039;Mana: 12&lt;br /&gt;
:Scan is the Identify spell of the Cleft, revealing information about the items you cast it on.&lt;br /&gt;
*&#039;&#039;&#039;Floating Disc&#039;&#039;&#039; - &#039;&#039;Level: 45&#039;&#039; - Lag: 24 - &#039;&#039;Mana: 120&#039;&#039;&lt;br /&gt;
:This spell will create a floating disc equipped in your wearfloat item slot. The disc is capable of carrying large amounts of items, just as much as the owner is able to carry. If the owner dies, the floating disc will vanish, and it&#039;s contents will spill into their corpse.&lt;br /&gt;
*&#039;&#039;&#039;Firebreath&#039;&#039;&#039; - &#039;&#039;Level: 50&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 12&#039;&#039;&lt;br /&gt;
:Firebreath is an offensive spell dealing fire-type damage.  The damage increases depending on how drunk the caster is, reduces the caster&#039;s drunkenness, and cannot be cast at all when sober.&lt;br /&gt;
:It also has a chance to inflict a Burn on the victim.&lt;br /&gt;
*&#039;&#039;&#039;Aurum Aegis&#039;&#039;&#039; - &#039;&#039;Level: 50&#039;&#039; - Lag: 12 - &#039;&#039;Mana: 60&#039;&#039;&lt;br /&gt;
:While activated, this spell will protect you for 3 combat rounds. Any damage to your HP will be nullified and instead you will lose gold. You can only cast this spell on yourself.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Enchantment&#039;&#039;&#039; - &#039;&#039;Level: 60&#039;&#039; - Lag: 16 - &#039;&#039;Mana: 60&#039;&#039;&lt;br /&gt;
:The Enchantment spell magically improves an weapon or armor item.  This is a risky ability, as casting it has a chance to destroy or curse the item. Caster level and skill level affect the rate of success.&lt;br /&gt;
&lt;br /&gt;
:An enchanted weapon improves its wielder&#039;s effective skill with that weapon by about 10% per enchant, even over 100%; the wielder will hit more often, make extra attacks more often, and get better returns from a high damroll stat. An enchanted weapon can even avoid the damage penalty for being unskilled. &lt;br /&gt;
&lt;br /&gt;
:Enchanted armor gains armor class bonuses, making it more powerful.&lt;br /&gt;
&lt;br /&gt;
{{Classes}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Main_Page&amp;diff=4374</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Main_Page&amp;diff=4374"/>
		<updated>2022-10-19T15:16:43Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: 3 Changes added!&lt;/p&gt;
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! style=&amp;quot;width: 25%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Gameplay Info&lt;br /&gt;
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;[[Newbie Guide|&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;Newbie Guide&amp;lt;/span&amp;gt;]]&lt;br /&gt;
;[[Classes]]&lt;br /&gt;
:[[Knight]] • [[Warrior]] • [[Thief]] • [[Wizard]] • [[Priest]] • [[Summoner]] • [[Geomancer]] • [[Dancer]]&lt;br /&gt;
&lt;br /&gt;
;[[Races]]&lt;br /&gt;
:&#039;&#039;&#039;[[:Category:Creatures|List of Races]]&#039;&#039;&#039; • [[Humans]] • [[Espers]] • [[Giganto]] • [[Hylians]] • [[Koopas]] • [[Moogles]] • [[Matangui]] • [[Pumpkinheads]] • [[Reploids]] • [[Saiyans]] • [[Kirbies]] •  [[Jumi]] • [[Lobstermen]] • [[Nui]] • [[Ranboobs]] • [[Kokiri]]&lt;br /&gt;
&lt;br /&gt;
;[[Statistics|Player Statistics]]&lt;br /&gt;
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;[[Skills]] and [[Spells]]&lt;br /&gt;
:[[Quest Skills]]&lt;br /&gt;
&lt;br /&gt;
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;&#039;&#039;&#039;[[Portal:RP|&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;RP Portal&amp;lt;/span&amp;gt;]]&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;[[Major Story Arcs]]&#039;&#039;&#039;&lt;br /&gt;
:[[:Category:Player Characters|List of Player Characters]] • [[Character Applications]] • [[Rules for Creating Player Character Articles]] • [[RP_Logs|RP Logs]]• [[World_Notes|World Notes]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;[[Clans]]&#039;&#039;&#039;&lt;br /&gt;
:[[:Category:Clans|List of Clans]] • [[Clan Halls]]&lt;br /&gt;
&lt;br /&gt;
;[http://cleftchatbeta.forumotion.com/ Cleft of Dimensions RP Forum]&lt;br /&gt;
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| style=&amp;quot;vertical-align:top; background-color: #b6f2d0;&amp;quot; | &lt;br /&gt;
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:[[Recipes]] • [[Music of the Cleft]] • [[Immortal_Shops|Immortal Shops]] • [[Credits|MUD Credits]] • [[MUD Clients]]&lt;br /&gt;
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;Staff Updates&lt;br /&gt;
:[[Staff_Meeting_Minutes#Staff_Meeting_2-29-2020|Staff Meeting Minutes for 2-29-2020]]&lt;br /&gt;
:[[Staff_Meeting_Minutes#Staff_Meeting_2-16-2019|Staff Meeting Minutes for 2-16-2019]]&lt;br /&gt;
:[[Staff_Meeting_Minutes#Staff_Meeting_1-3-2018|Staff Meeting Minutes for 1-3-2018]]&lt;br /&gt;
&lt;br /&gt;
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|}&lt;br /&gt;
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{| style=&amp;quot;width: 100%&amp;quot; &lt;br /&gt;
! style=&amp;quot;width: 33%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Game Updates&lt;br /&gt;
! style=&amp;quot;width: 33%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0340a6;&amp;quot; | Area of the Month&lt;br /&gt;
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[[Changes_Log|&#039;&#039;&#039;Most Recent Updates to The Cleft of Dimensions&#039;&#039;&#039;]]&lt;br /&gt;
* [[Changes_Log#Changes_12_Oct_22|Changes 12 Oct 22]]: Fixes for Whirlwind and Manashield, back-end fixes and updates.&lt;br /&gt;
* [[Changes_Log#Changes_15_June_22|Changes 15 June 22]]: The [[Dimensional_Corridor|Dimensional Corridor]], a writing assistant, is now linked in the [[Monotoli_Building|Monotoli Building]]!&lt;br /&gt;
* [[Changes_Log#Changes_17_May_22|Changes 17 May 22]]: [[Knight]] Class revamped!&lt;br /&gt;
* [[Changes_Log#Changes 08 Apr 22|Changes 08 Apr 22]]: Misc tweaks and fixes.&lt;br /&gt;
* [[Changes_Log#Changes 17 Mar 22|Changes 17 Mar 22]]: Misc tweaks and fixes.&lt;br /&gt;
* [[Changes_Log#Changes 04 Feb 22|Changes 04 Feb 22]]: [[Chocobo Forest]] is linked.&lt;br /&gt;
* [[Changes_Log#Changes 08 Dec 21|Changes 08 Dec 21]]: Misc tweaks and fixes.&lt;br /&gt;
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&#039;&#039;&#039;[[Area_of_the_Month | Area of the Month]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Area of the Month for June 2021 is [[June_2021:_Midnight_Gardens|Midnight Gardens]]!&lt;br /&gt;
&lt;br /&gt;
What are the beastmen growing in their gardens? What are they hiding? What&#039;s Carlie doing there? Found out answers to these questions and more by exploring, then share your experiences for some [[Player_Housing|restring tokens]]!&lt;br /&gt;
&lt;br /&gt;
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{| style=&amp;quot;width: 100%&amp;quot; &lt;br /&gt;
! style=&amp;quot;width: 33%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Builder Compendium&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: #b6f2d0;&amp;quot; | &lt;br /&gt;
;Builder Info&lt;br /&gt;
:[[Building Guide]] • [[Mprog Compendium]] • [[Flags Compendium]] • [[Builder Applications]] • [[Forum For Proposing Racial Abilities]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
On this page, we will try to present and iron out all the hard facts of the [http://cod.mudmagic.com Cleft of Dimensions] universe. Yes, we&#039;re probably making a lot of this stuff up as we go along. Regardless - this is canon in the making!&lt;br /&gt;
&lt;br /&gt;
Any and all CoD staff members are invited to make contributions to the article pages. However, if you&#039;re adding something controversial, make sure to discuss it on a discussion page first. All CoD players are invited to make contributions to the discussion pages, but I ask that you don&#039;t modify the article pages.&amp;lt;br&amp;gt;&lt;br /&gt;
- MTS 11:02, 5 February 2006 (PST)&lt;br /&gt;
&lt;br /&gt;
Clan leaders can create and edit pages for their clan at their discretion, also. This way, we resolve the headache of keeping the main website updated continually.&amp;lt;br&amp;gt;&lt;br /&gt;
- Ben 10:27, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nature and Nature&#039;s Laws lay hid in night;&amp;lt;br&amp;gt;God said, &#039;Let Newton be!&#039; -- And all was light.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Changes_Log&amp;diff=4373</id>
		<title>Changes Log</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Changes_Log&amp;diff=4373"/>
		<updated>2022-10-19T15:06:16Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: Added Changes June 15 and Oct 12&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Cleft of Dimensions is constantly being updated, poked, prodded, and tweaked. To keep everyone informed of the various changes, the Immortals semi-regularly post Change Notes in-game.&lt;br /&gt;
This page will copy those notes as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= 2022 Change Notes =&lt;br /&gt;
&lt;br /&gt;
== Changes 12 Oct 22 ==&lt;br /&gt;
* whirlwind skill% was being raised entirely too fast&lt;br /&gt;
* manashield can no longer be toggled while asleep&lt;br /&gt;
&lt;br /&gt;
FOR IMMORTALS:&lt;br /&gt;
* New wiznet channel &amp;quot;logs&amp;quot;, shows everything that goes to the server logfile but in realtime&lt;br /&gt;
&lt;br /&gt;
FOR IMPLEMENTORS:&lt;br /&gt;
* The server OS has been updated to Ubuntu 22.04.01&lt;br /&gt;
* The GCC version has been updated and the -fcommon compiler option needed to be added to the makefile&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 15 June 22 ==&lt;br /&gt;
Building off a new version of the GPTuna engine that brought us the Orbs of Escher and the Ancient Cave, the Dimensional Corridor is now linked.&lt;br /&gt;
Intended primarily as a building assistant, the Dimensional Corridor lets you write a room description (or two, or three) and, overnight, will riff&lt;br /&gt;
on your input and produce twenty similar room descriptions as output. Suffering from writer&#039;s block or just want to expand on some ideas? The Corridor is here for you!&lt;br /&gt;
 &lt;br /&gt;
Because the Dimensional Corridor can only accommodate three inputs per day, it is currently linked in an out-of-the-way location (it&#039;s in the Monotoli Building). If you find it, feel free to give it a spin!&lt;br /&gt;
&lt;br /&gt;
-MTS&lt;br /&gt;
&lt;br /&gt;
== Changes 17 May 22 ==&lt;br /&gt;
* a non-private playerhouse with &amp;quot;everyone&amp;quot; as a secondary owner, can be edited by anyone&lt;br /&gt;
* the cooldown on Halo was half what it should be for most characters&lt;br /&gt;
* lobsterman eskrima practicioners can now use riposte bare-handed (bare-clawed?)&lt;br /&gt;
* trance no longer creates an extra line in &#039;affects&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BASE KNIGHT REVAMP:&#039;&#039;&#039;&lt;br /&gt;
* Non-Giganto Knights now receive a warning about two-handed weapon types during the weapon selection part of character creation &lt;br /&gt;
* the Courage spell can now be refreshed/&amp;quot;topped off&amp;quot; before it expires&lt;br /&gt;
* the Courage spell can now be charged for 1.5x the effect&lt;br /&gt;
* the Courage spell no longer has a cooldown&lt;br /&gt;
* new AFF2 flag: whirlwind&lt;br /&gt;
* new skill: whirlwind (knights receive at level 15)&lt;br /&gt;
* new spell: Heroics (knights receive at level 20)&lt;br /&gt;
* knights receive the shield slam skill at level 1 instead of 3&lt;br /&gt;
* knights receive the retort skill at level 3 instead of 10&lt;br /&gt;
* knights receive the rescue skill at level 5 instead of 10&lt;br /&gt;
* knights receive the vigilance skill at level 7 instead of 5&lt;br /&gt;
* knights receive the Courage spell at level 10 instead of 15&lt;br /&gt;
* knights receive the sizeup skill at level 12 instead of 20&lt;br /&gt;
* knights receive the ration skill at level 20 instead of 10&lt;br /&gt;
* knights no longer receive the bash skill&lt;br /&gt;
&lt;br /&gt;
a couple tweaks to how Courage and Heroics behave when Charge&#039;d will take effect after the next copyover&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 08 Apr 22 ==&lt;br /&gt;
* maybe finally fixed a crash bug involving Fling&#039;d weapons&lt;br /&gt;
* The following spells can be now charged for some kind of greater effect:&lt;br /&gt;
Create Booze, Create Rose, Create Spring, Create Water, Create Food, Illuminate,&lt;br /&gt;
Create Instrument, Midas Glow, Phantom Cloak, Abundance&lt;br /&gt;
* the &#039;critical&#039; weapon flag now appears in Scan/examine/info&lt;br /&gt;
* when consuming food and beverages, you will receive a warning that you are starting to feel full when you hit 30 (the &amp;quot;you are full&amp;quot; message still appears at 40 as usual)&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* the &#039;critical&#039; weapon flag (3x critical chance) can now be set in oedit and not only by Scathe Saber&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 17 Mar 22 ==&lt;br /&gt;
&lt;br /&gt;
* info &amp;lt;item&amp;gt; in a shop now shows you the extra desc also&lt;br /&gt;
* you can now choose &amp;quot;random&amp;quot; during most steps of character creation&lt;br /&gt;
* you can no longer choose defunct classes during remort&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 04 Feb 22 ==&lt;br /&gt;
&lt;br /&gt;
* fixed the crit rate of the Gem Missile spell (was WAY too high)&lt;br /&gt;
* casting leeches on yourself as a desperate way to remove poison will now only deal negligible damage&lt;br /&gt;
* Chocobo Forest is linked (thanks Ademisk!!!!!!!!)&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
= 2021 Change Notes =&lt;br /&gt;
&lt;br /&gt;
== Changes 08 Dec 21 ==&lt;br /&gt;
&lt;br /&gt;
* the mogdance skill now works in &amp;quot;mount2&amp;quot; sector rooms (same effect as regular mountain)&lt;br /&gt;
* magitek factory is marginally less brutal overall&lt;br /&gt;
* the &amp;quot;ring&amp;quot; wands in crysta have triple the charges but are slightly more expensive&lt;br /&gt;
* faerie fog aka faerie fire reveals hidden entities too now&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* a { at the beginning of a mobprog line shouldn&#039;t make the MUD crash at boot time anymore&lt;br /&gt;
&lt;br /&gt;
... plus other things we&#039;ve probably forgotten&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 12 Oct 21 ==&lt;br /&gt;
&lt;br /&gt;
* fixed a broken exit from freeza&#039;s ship&#039;s engine room&lt;br /&gt;
* the imp captain is no longer attackable&lt;br /&gt;
* &#039;page&#039; is now a synonym for the &#039;scroll&#039; command&lt;br /&gt;
* &#039;suplex&#039; has more varied output messages depending where it is used (functions the same)&lt;br /&gt;
&lt;br /&gt;
FOR STAFF:&lt;br /&gt;
* the discordutil, questquery, rename, vape, pload, punload, copyover, and pwreset commands have in-game helpfiles now&lt;br /&gt;
* &amp;quot;force gods&amp;quot; has been removed&lt;br /&gt;
* &amp;quot;force players&amp;quot; now includes level 100 characters&lt;br /&gt;
* the &#039;video&#039; command has been removed (was a duplicate of &#039;snoop&#039;)&lt;br /&gt;
* the &#039;prefix&#039; command has been removed (why did it exist)&lt;br /&gt;
 &lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 18 Sep 21 ==&lt;br /&gt;
&lt;br /&gt;
* Steal now tells you if the item you tried to steal can&#039;t be stolen, so you try to steal coins or items instead&lt;br /&gt;
* Attempting to open a locked door will also tell you if you are able to unlock it&lt;br /&gt;
* You can no longer pick already-unlocked portals&lt;br /&gt;
* Attempting to pick a portal, container, or exit, when you have the key or the door doesn&#039;t need one, tells you that, if you fail&lt;br /&gt;
* Various typos fixed&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 22 Aug 21 ==&lt;br /&gt;
&lt;br /&gt;
* mushroomize and zombie should no longer color-bleed when they wear off&lt;br /&gt;
* &#039;pet&#039; option removed from necromancer NPCs &lt;br /&gt;
* the normal &#039;corpse&#039; necromancer option will now also grab pet corpses&lt;br /&gt;
* more typos fixed&lt;br /&gt;
* the wutai bank now has lockers&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 7/15/21 ==&lt;br /&gt;
&lt;br /&gt;
* notes posted in the game get reposted on Discord&lt;br /&gt;
* &#039;typo&#039; command added for quickly reporting typos&lt;br /&gt;
* Syphon now has a 2-pulse cooldown and has better output for immune targets&lt;br /&gt;
* &#039;risk&#039; now affects autoattack accuracy and damage in combat&lt;br /&gt;
&lt;br /&gt;
MUDLET-RELATED:&lt;br /&gt;
* a &#039;mudlet&#039; configuration command has been added&lt;br /&gt;
* sound can be globally (i.e., not just chat) disabled with &#039;mudlet sound&#039;&lt;br /&gt;
* secondary (chat) panel height can be specified, e.g. &#039;mudlet height 13&#039;&lt;br /&gt;
* tertiary panel font size shrinks to fit desired secondary panel height&lt;br /&gt;
* panels should resize themselves more reliably&lt;br /&gt;
* screen layout preferences save on exit&lt;br /&gt;
* updated CoD&#039;s icon and desc for Mudlet&#039;s brand new package manager&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
== Changes 02 Jul 21 ==&lt;br /&gt;
&lt;br /&gt;
* fixed erroneous output when attempting to cast Extension on someone whose affects have already been extended&lt;br /&gt;
* if you are fighting multiple mobs and your current target dies, you no longer &amp;quot;lose&amp;quot; a round of combat before auto-retargeting occurs&lt;br /&gt;
* putting a corpse in a locker should no longer corrupt your inventory and crash the game when it decays, because now it won&#039;t fully decay while in the locker&lt;br /&gt;
* getting money from a corpse/chest should no longer give glitch output&lt;br /&gt;
* fixed MANY typos and color bleeds and stuff in areas (thanks ryrol)&lt;br /&gt;
* fixed color bleeds after turning grats or ooc off/on (also thanks ryrol)&lt;br /&gt;
* &amp;quot;niceguy&amp;quot; was implemented backwards actually, and afraid mobs might now actually flee again&lt;br /&gt;
* life support is actually better when charged, now&lt;br /&gt;
* bedit will now ACTUALLY save your changes when you exit the editor, instead of lying that it tried&lt;br /&gt;
* new sector: Organic&lt;br /&gt;
* player inventory items &amp;quot;stuck&amp;quot; inside non-containers somehow, will become automagically un-stuck at login&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 6/14/2021 ==&lt;br /&gt;
&lt;br /&gt;
* Transfer and gtransfer now handle vehicles that players are riding&lt;br /&gt;
&lt;br /&gt;
* New set of vulnerability spells&lt;br /&gt;
&lt;br /&gt;
* New skill: Refashion&lt;br /&gt;
&lt;br /&gt;
* We now how the proper dark green color on the tertiary window of our mudlet plugin, with the latest verion of mudlet&lt;br /&gt;
&lt;br /&gt;
* Fixed a weird output message when typing &amp;quot;info&amp;quot; in a closed shop&lt;br /&gt;
&lt;br /&gt;
For Builders&lt;br /&gt;
&lt;br /&gt;
* Clones, people, duplicates, mobhere if checks do not require that the mob can see the things being checked.&lt;br /&gt;
&lt;br /&gt;
* Fixed a bug where objhere vnum and objhere name worked differently&lt;br /&gt;
&lt;br /&gt;
== Changes 6-7-2021 ==&lt;br /&gt;
&lt;br /&gt;
* ninjas no longer have a lower chance to flee than other classes, but instead are slightly better as intended&lt;br /&gt;
* when Fling sticks a weapon into a foe, the line will be highlighted in yellow now&lt;br /&gt;
* weight limitations to wielding weapons is correct again; ALL weapons were calculated as if they had featherweight applied, and featherweight weapons were calculated as if they did not&lt;br /&gt;
* create instrument cast by immortals will now only create maximum level 100 instruments&lt;br /&gt;
* &amp;quot;foe&amp;quot; and &amp;quot;enemy&amp;quot; are now keywords to unerringly target whatever you&#039;re fighting, like how &amp;quot;self&amp;quot; is always... yourself&lt;br /&gt;
* the &amp;quot;pet&amp;quot; keyword now works with the &#039;look&#039; command too&lt;br /&gt;
* new spells &#039;drunkify&#039; and &#039;soberify&#039;, increase/decrease drunkenness by spell level/2 (within the 0-48 range)&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* &#039;mob flag&#039; now accepts &#039;behav&#039; as a keyword&lt;br /&gt;
* $B fixed... maybe???&lt;br /&gt;
* setting an exit, portal, or container&#039;s &amp;quot;key&amp;quot; to -1 allows it to be&lt;br /&gt;
locked/unlocked freely&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 5-6-2021 ==&lt;br /&gt;
&lt;br /&gt;
The following skills are now affected by damroll:&lt;br /&gt;
&lt;br /&gt;
For warriors:&lt;br /&gt;
*iaido&lt;br /&gt;
*hylian fencing&#039;s extra attacks&lt;br /&gt;
*lunge&lt;br /&gt;
*overpower&lt;br /&gt;
*smash&lt;br /&gt;
*hammerhand&lt;br /&gt;
*riposte&lt;br /&gt;
*ultra jump&lt;br /&gt;
&lt;br /&gt;
For Thieves:&lt;br /&gt;
*fling&lt;br /&gt;
*(circle and backstab already got damroll benefits)&lt;br /&gt;
&lt;br /&gt;
For Knights:&lt;br /&gt;
*soulblade (both versions)&lt;br /&gt;
*retort&lt;br /&gt;
&lt;br /&gt;
For Dancers:&lt;br /&gt;
*dance (when used offensively)&lt;br /&gt;
*Self-hits from polka polka, masochism tango, or other sources of confusion, will now factor in the victim&#039;s own damroll, which generally makes these status affects more dangerous!&lt;br /&gt;
&lt;br /&gt;
For people hanging on to weird skills:&lt;br /&gt;
*aurablast&lt;br /&gt;
*cadenza&lt;br /&gt;
&lt;br /&gt;
Since the damage from these skills is nominally based on your weapon attacks, this will bring them more in line with expectations at high levels.&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 5-5-2021 ==&lt;br /&gt;
&lt;br /&gt;
*mystic weapons were not working correctly&lt;br /&gt;
*attempting to send a tell while &#039;deaf&#039; gives a more sensical error message&lt;br /&gt;
*&#039;moreviolence&#039; is now a synonym for &#039;lessviolence&#039;&lt;br /&gt;
*your pets&#039; kills will no longer ignore your lessviolence preference&lt;br /&gt;
*healing spells wielded against the undead were double-dipping in magroll -- these will now generally do less damage if you have high magroll&lt;br /&gt;
*healing spells&#039; relationship with magroll was not subject to the normalization formula -- these will now generally do less healing if you have high magroll&lt;br /&gt;
*rejuvenate and sarcosis healing were not affected by magroll at all; now they are!&lt;br /&gt;
*flare star&#039;s afterdamage should no longer hit otherwise-unattackable mobs&lt;br /&gt;
*fixed a bug where items would stop decaying... maybe&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
* New rset field &amp;quot;reset&amp;quot;&lt;br /&gt;
   Takes one of two arguments &amp;quot;room&amp;quot; and &amp;quot;area&amp;quot;&lt;br /&gt;
   &#039;mob rset reset room&#039; resets the room that the mob is currently in.&lt;br /&gt;
   &#039;mob rset reset area&#039; resets the area of the room the mob is currently in.&lt;br /&gt;
&lt;br /&gt;
-Ozlynn&lt;br /&gt;
&lt;br /&gt;
==Changes 5-3-2021 ==&lt;br /&gt;
&lt;br /&gt;
*Comet Punch Fluff&lt;br /&gt;
Comet punch now factors in strength, dexterity, hitroll and damroll. This is gated by a requirement that strength and dexterity are at 16 or higher.&lt;br /&gt;
   * Hitroll slightly boosts the chance for the first punch&lt;br /&gt;
   * Dexterity and hitroll slightly boosts the chance for additional hits&lt;br /&gt;
   * Strength and damroll have a chance to give bonuses to damage&lt;br /&gt;
   * Dexterity and hitroll determines the chances of the strength/damroll damage bonus.&lt;br /&gt;
   * Successful bonuses are indicated by an all-caps message.&lt;br /&gt;
 &lt;br /&gt;
*Double Image Fluff &lt;br /&gt;
Double now factors in dexterity and speed(EG haste, slow, fast, frenzy).&lt;br /&gt;
   * Skill success slightly increases with a dexterity of 16 or higher (higher dexterity = higher chance bonus)&lt;br /&gt;
   * Skill success slightly increases with speed affects (and they stack) (Fast, Frenzy, Haste)&lt;br /&gt;
   * Skill success slightly diminishes with Slow (still offset by other speed affects and dexterity)&lt;br /&gt;
    * Chance of the double being the target is slightly boosted by dexterity, if it&#039;s 16 or higher&lt;br /&gt;
   * Chance of double remaining after having been the target is slightly boosted by dexterity, if its 16 or higher&lt;br /&gt;
&lt;br /&gt;
*Bloodsuck doesn&#039;t work on players for now because it&#039;s crashy.&lt;br /&gt;
&lt;br /&gt;
--Ozlynn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 5-1-2021 ==&lt;br /&gt;
&lt;br /&gt;
*Area if check&lt;br /&gt;
 EG if area $i == 1 // is $i in the immortal area? &lt;br /&gt;
*New rset arguments!&lt;br /&gt;
* Affects:&lt;br /&gt;
    brainstorm&lt;br /&gt;
    consecrate or consecrate_neutral&lt;br /&gt;
    consecrate_good&lt;br /&gt;
    consecrate_evil&lt;br /&gt;
    quicksand&lt;br /&gt;
    hprain&lt;br /&gt;
    sunstroke&lt;br /&gt;
    timewarp&lt;br /&gt;
    timestop&lt;br /&gt;
    meteo&lt;br /&gt;
    grease&lt;br /&gt;
    skylight&lt;br /&gt;
* save&lt;br /&gt;
    EG mob rset save&lt;br /&gt;
    flags the area of the mobs room as changed and then runs &#039;asave changed&#039;&lt;br /&gt;
    useful for saving rset room descs etc&lt;br /&gt;
&lt;br /&gt;
--Ozlynn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 4-25-21 ==&lt;br /&gt;
&lt;br /&gt;
*objects which are not necessarily flagged decaying but still under 100 condition somehow, will reveal this information when Scan/examined now&lt;br /&gt;
*certain sociable mobs will no longer force the player to do socials, instead of doing the social themselves as originally intended (i.e. catching runaway dogs will no longer make YOU lick THEM)&lt;br /&gt;
*the Courage spell now has a lower cost, less lag, and attempts to dispel Fear&lt;br /&gt;
*fixed an issue with event items not cooling down (probably)&lt;br /&gt;
*the mogdance skill was not usable due to targeting issues&lt;br /&gt;
*&#039;Train&#039; has much less rigid syntax now&lt;br /&gt;
*oozaru will only warn you once when it&#039;s 4 pulses from wearing off&lt;br /&gt;
*removed glitch output when using bedit show in a non-housing room&lt;br /&gt;
*scrolls can be &#039;recite&#039;d from an equipment slot, if you ended up holding one somehow&lt;br /&gt;
*picking up coins from the ground no longer gives glitch output&lt;br /&gt;
*act_passive mobs&#039; hp, mana, and mv are no longer visible in combat via the tertiary window&lt;br /&gt;
*disrupting weapons (like earthy) now do slightly more damage than comparable weapon flags, to account for the lack of an associated status effect&lt;br /&gt;
*portal objects reveal their charges and flags (if any) when identified&lt;br /&gt;
*entering a portal to a player house you live in, now works when the house is private&lt;br /&gt;
*mobs with AI that are affected by Ink Blast will often take longer to find a target (effectively a 50% chance each pulse to act like they are blind)&lt;br /&gt;
*mushroomize now sometimes scrambles targeting of mobs with ai and/or assist flags (50% chance to hit a random character or mob in the room, which may be the &#039;correct&#039; target anyway, each time they try to  assist or retarget)&lt;br /&gt;
*the Pick skill will not get &#039;stuck&#039; on non-portal/container objects (e.g. &amp;quot;pick east&amp;quot; attempting to unlock an easter egg instead of the exit to the east)&lt;br /&gt;
*new mobprog ifcheck recentdam, e.g. if recentdam $n &amp;gt; 4 (returns true if $a is greater than 4, whether set by awarded xp or mob damage)&lt;br /&gt;
*turning the OOC channel off now also suppresses discord ooc messages, as intended&lt;br /&gt;
*new Bedit command &#039;sector&#039; changes roomsector for 100 gold&lt;br /&gt;
*new Bedit command &#039;indoors&#039; allows toggling of indoors room flag for 50 gold&lt;br /&gt;
 &lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 4-4-21 ==&lt;br /&gt;
&lt;br /&gt;
*the Halo spell can now start or finish a combo (light)&lt;br /&gt;
*fixed a crash bug involving gmcp&lt;br /&gt;
**probably&lt;br /&gt;
*weapon flags and procs of offhand weapons will fire now! this makes dual wield generally better&lt;br /&gt;
*the chance of screwing up a Scroll when intelligence is under 9 now DECREASES with higher wisdom instead of increasing&lt;br /&gt;
*Black Wind no longer makes Sentinel mobs flee&lt;br /&gt;
&lt;br /&gt;
*project tuna has been updated to version 1.4b!&lt;br /&gt;
**now connects to cleftofdimensions.net by default&lt;br /&gt;
**that&#039;s it, thats all that&#039;s changed&lt;br /&gt;
**get it: http://www.cleftofdimensions.net/ProjTuna_1_4b.zip&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 3-24-21 ==&lt;br /&gt;
&lt;br /&gt;
*MSSP information no longer points to mudmagic&lt;br /&gt;
*new thief characters were not getting their second weapon type selection&lt;br /&gt;
*deleting a reset now flags an area as changed (so that it &#039;asave&#039;s properly)&lt;br /&gt;
*fixed a crash bug when selling furniture in bedit&lt;br /&gt;
*the following spells can now start or finish a combospell: fire, fira, firaga, blizzard, blizzara, blizzaga, thunder, thundara, thundaga, magic missile (as energy), heat metal (fire), aura blast (as innate), star rain (randomly earth, fire, or energy to finish a combo. as the element of the last hit to begin a combo)&lt;br /&gt;
*none-innate Jutsu&#039;s chance to blind is now based on the victim&#039;s Saves, not the user&#039;s (?!)&lt;br /&gt;
*Ancient Power was applying extra combo targeting spuriously&lt;br /&gt;
*Heat Metal now uses log2 instead of log10 for its damage potential, so it will generally deal much more&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 2-15-21 ==&lt;br /&gt;
&lt;br /&gt;
*bedit now flags the &#039;source&#039; area as changed too; this was causing some houses to mysteriously disappear!&lt;br /&gt;
*fix to the spell echoes from Infravision&lt;br /&gt;
*cleared some compiler warnings&lt;br /&gt;
*improvement to Rescue AI for armor golems with Junction Health&lt;br /&gt;
*Dispel can now remove Titans/Alexanders/Alraunes Favour affects&lt;br /&gt;
*the Geomance spell has a 10% damage bonus if used with a Terraform terrain&lt;br /&gt;
*a Charged Maneater has a marginally greater chance of eating larger foes&lt;br /&gt;
*a Charged Burst, Lucent Beam, Ray, Ray of Truth, Viro Plasm, Gyro Ball, Bubblebeam, Firebreath, Gastro Acid, or Thunderbolt has a slightly higher chance to apply its status effect&lt;br /&gt;
*the Debilitate spell has been disabled until it can be bugfixed&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 1-23-21 ==&lt;br /&gt;
&lt;br /&gt;
*bedit will automatically save your changes to area files; houses shouldn&#039;t be lost in crashes anymore&lt;br /&gt;
*fixed a crash bug when attempting to log in when you are already logged in&lt;br /&gt;
*website now shows the nearly current wholist again&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS: &lt;br /&gt;
*MAX_CALL_LEVEL errors now reveal mob and prog vnums in the log&lt;br /&gt;
*several html files that the game creates should be created in the correct directories again&lt;br /&gt;
*core dumps are back...?&lt;br /&gt;
 &lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 1-1-21 ==&lt;br /&gt;
&lt;br /&gt;
* updated borg for compatibility with Discord Gateway v8 API&lt;br /&gt;
* salient characters eventually see the MOTD when they log in&lt;br /&gt;
* on character creation, Protuna users get shown art when choosing weapons&lt;br /&gt;
* %d in prompts interacts correctly with commands like &amp;quot;climb tree&amp;quot;&lt;br /&gt;
* fixed an area reset timing bug&lt;br /&gt;
* fixed a rare game-freezing bug involving Discord&lt;br /&gt;
&lt;br /&gt;
For builders:&lt;br /&gt;
* fixed incorrect interpretation of flags on &#039;mob asset&#039; and &#039;mob award&#039;&lt;br /&gt;
&lt;br /&gt;
-MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= 2020 Change Notes =&lt;br /&gt;
&lt;br /&gt;
== Changes 11-7-20 ==&lt;br /&gt;
&lt;br /&gt;
* the five remort races are now available to new characters&lt;br /&gt;
* linkdead players should no longer interfere with area repop&lt;br /&gt;
* dancers can now &#039;dance&#039;&lt;br /&gt;
* Polka Polka moved from level 1 to level 3&lt;br /&gt;
* moogle qspell &#039;dance&#039; renamed &#039;mogdance&#039;&lt;br /&gt;
&lt;br /&gt;
For Builders:&lt;br /&gt;
* some sociable non-humanoids respond to socials based on race&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
== Changes 11-4-20 ==&lt;br /&gt;
&lt;br /&gt;
*  fixed a quest bug in faron woods&lt;br /&gt;
*  the %r prompt option should work correctly in dark rooms if you have infrared or darkvision now&lt;br /&gt;
*  more bugfixes in bedit&lt;br /&gt;
*  armcannons won&#039;t get WORSE at levelup anymore&lt;br /&gt;
*  google analytics added to the wiki... we are watching u :)&lt;br /&gt;
*  bugfix to the &#039;delete&#039; command&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
*  new behav flag &#039;broke&#039; wipes a mob&#039;s gold and silver when it spawns&lt;br /&gt;
&lt;br /&gt;
SIDENOTE: As with most other MUDs, data to or from this game may be sent&lt;br /&gt;
unencrypted or &#039;in the clear&#039;, and would be visible to anyone inclined to snoop &lt;br /&gt;
on your network traffic. This includes your password! As a general security &lt;br /&gt;
practice, don&#039;t use the same password for your Cleft of Dimensions character as &lt;br /&gt;
you use for other accounts or websites, as the connection is not inherently very &lt;br /&gt;
secure.&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 9-30-20 ==&lt;br /&gt;
&lt;br /&gt;
* you can now group with players of any level&lt;br /&gt;
* for XP gain, a group&#039;s effective level is based on its highest member&lt;br /&gt;
* increased the XP bonuses for the first 10 levels&lt;br /&gt;
* three attempts are given to input password before disconnect&lt;br /&gt;
* a player&#039;s scroll setting persists on remort&lt;br /&gt;
* Discord chat sync experiences fewer interruptions&lt;br /&gt;
* Gem Missile has more extreme variation in damage&lt;br /&gt;
* slight reskin to Darkside&lt;br /&gt;
* fixed a bug that prevented lessviolent treasure chests from decaying&lt;br /&gt;
* fixed a bug where pageless mode broke the replay command&lt;br /&gt;
&lt;br /&gt;
For Mudlet-Protuna:&lt;br /&gt;
* new characters get a different prompt and also autosort&lt;br /&gt;
* it is no longer necessary to input your character name twice&lt;br /&gt;
* non-compact mode works&lt;br /&gt;
&lt;br /&gt;
For builders:&lt;br /&gt;
* gcall command for executing call progs on groups of targets&lt;br /&gt;
&lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
== Changes 9-21-20 ==&lt;br /&gt;
&lt;br /&gt;
* the &#039;delete&#039; command now requires your password to confirm deletion&lt;br /&gt;
* LOTS of tweaks and fixes to bedit&lt;br /&gt;
* new area flag &#039;no_housing&#039; disables housing in that area&lt;br /&gt;
* BUILDERS: please apply this to areas you don&#039;t want houses in!&lt;br /&gt;
* new area flag &#039;restricted_housing&#039;... does nothing yet&lt;br /&gt;
* MANY areas have had their security raised to 9... as a practical effect for players, this will make cleft rift both more spicy and more reliable&lt;br /&gt;
* brains once again decay properly&lt;br /&gt;
 &lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 9-4-20 ==&lt;br /&gt;
&lt;br /&gt;
* weapons will reveal their type even if unidentified when &#039;examine&#039;d&lt;br /&gt;
* fixed an issue where MUD output would be sent to the tertiary protuna window during character creation&lt;br /&gt;
* new spell for use in the ancient cave (not for players or normal mobs really)&lt;br /&gt;
* autosorted items are sorted by type alphabetically instead of basically random&lt;br /&gt;
* formatting for an autosorted inventory is a little prettier&lt;br /&gt;
* fixed bad output when failing to loot unique items from a container&lt;br /&gt;
* new &#039;BEdit&#039; olc mode added; access limited while in testing&lt;br /&gt;
* you can enter a room with an owner set, as long as it&#039;s not also flagged private&lt;br /&gt;
* but, you can no longer enter a room set to private unless you&#039;re on the owner list&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 8-30-20 ==&lt;br /&gt;
&lt;br /&gt;
* players get more base MV but gain less MV/level. Same final MV at lvl 100.&lt;br /&gt;
* added festival channel for communication during festivals&lt;br /&gt;
* XP is gained by both parties when a presence activates&lt;br /&gt;
* the message replay buffer persists even if you logout&lt;br /&gt;
* a wider range of actions appear in the message backlog&lt;br /&gt;
* various fixes to Mudlet-Protuna&lt;br /&gt;
* infowrite shows up in chathistory&lt;br /&gt;
* &#039;dance&#039; is a context-dependent synonym for &#039;cast&#039; or &#039;emote&#039; for dancers&lt;br /&gt;
* fixed a Discord desync issue&lt;br /&gt;
&lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 6-29-20 ==&lt;br /&gt;
&lt;br /&gt;
* a &#039;Project Tuna&#039; package has been written for Mudlet. Connect to CoD via Mudlet to get it automatically.&lt;br /&gt;
* presence command added, allowing custom scripts to be run when you&#039;re AFK or linkdead. &#039;Help presence&#039; for details. &#039;Talk&#039; to any players you meet!&lt;br /&gt;
* autoreplay mode added: toggle it to replay tells on return from AFK&lt;br /&gt;
* notification of missed tells is shown on return from linkdead, not just afk&lt;br /&gt;
* players of &#039;salient&#039; users stay present in the world indefinitely&lt;br /&gt;
* every player on the wholist is now physically present in the Cleft&lt;br /&gt;
* linkdead players in combat will attempt to flee if recall fails&lt;br /&gt;
* lessviolence mode added: toggle it to alter gibs and corpses&lt;br /&gt;
* physical skills such as dirt kicking no longer trigger runic&lt;br /&gt;
* logging off while affectted by Zombify probably no longer crashes the game&lt;br /&gt;
* Gastro Acid no longer make Reploids infinitely hungry&lt;br /&gt;
* forced actions no longer break afk (e.g., forced saves before copyovers)&lt;br /&gt;
&lt;br /&gt;
For builders:&lt;br /&gt;
* &#039;discordutil salience&#039; to specify salient users&lt;br /&gt;
* mpedit reports when an edited mobprog affects an event item&lt;br /&gt;
* &#039;if enchant $o &amp;gt; 0&#039; ifcheck works&lt;br /&gt;
&lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 6-18-20 ==&lt;br /&gt;
&lt;br /&gt;
* Grapevine webclient now shows hp/mp/mv gauges&lt;br /&gt;
* auto-logout timer reduced from 7 days to 3 days&lt;br /&gt;
* fixed a bug where NPC groupmates in vehicles could cause crashes&lt;br /&gt;
* fixed a bug where logging off while mushroomized crashed the game&lt;br /&gt;
* fixed a bug where Discord usernames got affixed with strings of numbers&lt;br /&gt;
* fixed a bug where counterattacking area attacks could crash the game&lt;br /&gt;
* power surge now affects only only offensive and defensive spells&lt;br /&gt;
* the &amp;quot;you are here&amp;quot; map indicator no longer ignores brief mode&lt;br /&gt;
* new commands for desc editor: .sc, .la, &amp;amp; .lz. See .h for details&lt;br /&gt;
&lt;br /&gt;
For builders:&lt;br /&gt;
* rooms and furniture with 0% regeneration entirely prevent regeneration&lt;br /&gt;
* infowrite shows up in chathistory&lt;br /&gt;
* added festival channel&lt;br /&gt;
&lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= 2019 Change Notes=&lt;br /&gt;
&lt;br /&gt;
== Changes 12-29-19 ==&lt;br /&gt;
&lt;br /&gt;
* Discord usernames containing spaces translate to correct CoD playernames&lt;br /&gt;
* nochan and quiet affect yell and shout&lt;br /&gt;
* auto-quit timeout length is prorated by character level&lt;br /&gt;
* fixed a bug where multiple effects elapsing all at once caused weird output&lt;br /&gt;
* music channels are now synchronized between CoD and Discord&lt;br /&gt;
* nofollow now requires confirmation&lt;br /&gt;
* nofollow no longer stops ungrouped NPCs from following you&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 12-18-19 ==&lt;br /&gt;
&lt;br /&gt;
* New Areas:&lt;br /&gt;
* Gringey City, 16-20 is now linked and available. It is technically the first link to Shadmire&#039;s mainland. Hooray! You&#039;ll need to find a boat there. Look for passage from some of the islands near to it. (check the atlas!)&lt;br /&gt;
* Milky Well, 16-20 is now linked and available. It should be pretty straight forward to find once you find Gringey City.&lt;br /&gt;
* we know the links to these areas outlevel the intended area range for the areas. Shadmire is highly a work in progress, please bear with us :)!&lt;br /&gt;
 &lt;br /&gt;
* Area changes:&lt;br /&gt;
* Pinata Grove: Drop rates for gems has increased (exchange rates are the same).&lt;br /&gt;
* There is now a more interesting reward available for turn in after completing all three reward tiers in the Pinata and Friends Reward Program, including a small change to the original rewards tiers.&lt;br /&gt;
* Goreomemu Swamp: The Bog Witch&#039;s rotting lair of frustrating maze-death has seena significant overhaul, including but not limited to, increased amounts of and more interesting item drops, wealthier mobs, more experience gains, more fantastic attractions and quests, more interactive NPCs, more locations to find, more environmental consistency, and more straightforward hints about how to handle the wasteland. &lt;br /&gt;
* The area was also increased in level range entirely from 61-70 to 71-75, and all mobs and bosses were made MUCH more difficult to balance out all these pleasant-sounding additions. Bring plenty of potions and come on by!&lt;br /&gt;
&lt;br /&gt;
* World:&lt;br /&gt;
* Pinata Grove is no longer accessible via Oreyndur Forest. Its location has been moved more appropriately to Shadmire.&lt;br /&gt;
 &lt;br /&gt;
* Item changes:&lt;br /&gt;
* Piece of Heart, Piece of Mind, and (new!) Piece of Velocity items are all automated and limited to four exchanges per type, per life (16 pieces of each). Some older pieces may not work correctly. Please ask for an Immortal&#039;s assistance if this comes up. If you&#039;ve already made exchanges this life and intend to cap out, please let an Immortal know so we can properly qflag you. (I already wrote a note about this, it&#039;s just a recap, thanks.)&lt;br /&gt;
&lt;br /&gt;
* !!! Weapons en masse have been tweaked.&lt;br /&gt;
* Weapons will now more be more predictable in whether or not they will be good and more consistent in their damage based on their level. Shop weapons in regular towns are all more or less slightly worse than similarly leveled weapons  from quests or drops. Weapons increase in their overall average damage as levels increase in a more reliable fashion. Some weapons that were meant to be terrible are still terrible.&lt;br /&gt;
 &lt;br /&gt;
* A very large amount of weapons have been added to the game in low level ranges. There are plans to continue to add weapons where there are gaps in all level ranges but it takes awhile so I&#039;m taking a small break.&lt;br /&gt;
 &lt;br /&gt;
* Not proficient in short slashing? There are now (LEGENDARY) level 1 weapons for each weapon class! The mobs that are capable of dropping them have broadened. The drop rate was slightly increased to accommodate the fact that  there is now a roulette of weapon types to roll through before you&#039;re able to get one you can actually use.&lt;br /&gt;
 &lt;br /&gt;
* All weapons are candidates for having been altered. This includes increases or reductions in their damdice as well as alterations of stats. Many weapons in the level 30-40ish range were buffed significantly, this was one of the largest problem areas. Of particular note, the Truce Army Knife was very substantially buffed.&lt;br /&gt;
&lt;br /&gt;
* Some weapon shop changes have occurred:&lt;br /&gt;
*  - Alfador Isle weapons were increased from level 30 to 35 and buffed accordingly&lt;br /&gt;
*  - Tonoe weapons are now the &#039;level 30&#039; weapons and were buffed because they were far too weak, even for shop weapons(this is reflected on the wiki so feel free to continue to send newbies over there for this information)&lt;br /&gt;
 &lt;br /&gt;
Note enchanted weapons would not have rolled over to the new stats. If you have very hard or impossible to get enchanted weapons that haven&#039;t updated, it would not be unreasonable to ask for me (cooper) to help you out. &lt;br /&gt;
However, please restrict it to your items that can no longer be obtained, are highly altered, or are restrung or otherwise not as simple to replace as finding and enchanting a new one. &lt;br /&gt;
I understand it is inconvenient to feel like you need to replace your weapons because now their damage is (MIGHT BE) higher, but I don&#039;t think I have the patience to help set 30 people&#039;s 30 different weapons each.&lt;br /&gt;
&lt;br /&gt;
- Cooper&lt;br /&gt;
&lt;br /&gt;
== Changes 12-2-19 ==&lt;br /&gt;
&lt;br /&gt;
* the wholist on cleftofdimensions.net works over HTTPS&lt;br /&gt;
* &#039;exits&#039; no longer reveals room titles for certain mazelike rooms&lt;br /&gt;
* when max HP/MP/MV mods wear off, current stats immediately adjust&lt;br /&gt;
* fixed a bug where pets could sometimes go into trance&lt;br /&gt;
* Lava Wave&#039;s smolder DoT is applied correctly&lt;br /&gt;
* on Discord, certain important messages are augmented with chickens&lt;br /&gt;
&lt;br /&gt;
For builders:&lt;br /&gt;
* questquery is able to show more output&lt;br /&gt;
* &#039;mob skill&#039; no longer works with passive skills&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 11-29-19 ==&lt;br /&gt;
&lt;br /&gt;
* typing &#039;areas&#039; below level 6 shouldn&#039;t show you ALL the areas (unless you want it to, then do &#039;areas all&#039;)&lt;br /&gt;
* translated a few more OLC error messages still in spanish&lt;br /&gt;
* Earthquake now actually increases base damage when charged, and it has the cooldown it was always meant to have&lt;br /&gt;
* Belfry pets are now act2 carrynone and can carry no objects at all&lt;br /&gt;
* bugfix: Darkmatter won&#039;t cause bleeding if the caster has no blood (was: if the TARGET didn&#039;t have blood????)&lt;br /&gt;
* a few spells of other classes can now be used to set up or complete a combospell: &lt;br /&gt;
  Ray/Ray of Truth (moon), Bramble (wood), Earthquake&lt;br /&gt;
  (earth), Firebreath (fire), Tsunami (water), Blam Gush (wind),&lt;br /&gt;
  Dins Fire (fire), Solarbeam (moon), Tornado (wind), Laser Beam&lt;br /&gt;
  (moon), Darkmatter (moon), Ink Blast (moon), Pearl (moon), Orb&lt;br /&gt;
  User (fire or wind), and Jutsu (any), &lt;br /&gt;
* Some other spells would make sense to be comboable but will be harder to do... stand by&lt;br /&gt;
* Retargeting Mobs affected by Sleep should no longer scream and attack&lt;br /&gt;
* Bloodsucking mobs will not change your alignment anymore&lt;br /&gt;
* moon-innate Jutsu now deals Light damage, not Energy&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* $a and $B work as numerical arguments for even more ifchecks&lt;br /&gt;
* $a, $B, $i, $n, $q, and $z work as STRING arguments for some checks&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Area Changes 11-13-2019 ==&lt;br /&gt;
&lt;br /&gt;
Areas:&lt;br /&gt;
* Orbs of Escher - this area is available. The descs were written by AI and it was CoD&#039;s submission to NaMuBuMo. Enjoy!&lt;br /&gt;
 &lt;br /&gt;
Changes:&lt;br /&gt;
* It is now no longer possible for your favorite randomly appearing mobs to be found inside player houses, the atlas, the Hikari no Matsuri festival, and most inaccessible places. This includes existing ones and any future ones for all events and purposes.&lt;br /&gt;
* The undead/zombie/vampire status of mobs has been tinkered with. Any previously damageable-by-healing mobs that lack the &amp;quot;zombie&amp;quot; tag are HIGHLY LIKELY still damage-with-healing-able so don&#039;t worry, it is all an aesthetic change. HOWEVER many not-previously-zombies will become damage-with-healing-able if they appear undead (skeletons, ghosts). additionally, vampires should typically not be damage-with-healing-able.&lt;br /&gt;
* Probably other stuff has happened I don&#039;t remember&lt;br /&gt;
 &lt;br /&gt;
love, cooper&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 11-10-2019 ==&lt;br /&gt;
&lt;br /&gt;
* new skill: rebuke - applies Fear to an undead enemy with a high chance may also apply confuse or burn at high skill levels&lt;br /&gt;
* Priests get rebuke at level 15&lt;br /&gt;
* new toggle command &#039;niceguy&#039; -- while niceguy mode is on, mobs affected by Fear will not attempt to run away from you (off by default)&lt;br /&gt;
* new spell Belfry - summons a flock of doves, flock of pigeons, or cloud of bats, based on the caster&#039;s alignment. the conjured flock can dodge, block, and even phalanx, but has mediocre hit points&lt;br /&gt;
* Priests get Belfry at level 17&lt;br /&gt;
* new spell Miracle Saber - applies Holy or Unholy to a weapon based on caster&#039;s alignment&lt;br /&gt;
  ** i realized after the fact that this is just a better Crusader Saber so stand by for this to get changed lmfao&lt;br /&gt;
* Priests get Miracle Saber at level 20&lt;br /&gt;
* new skill anoint - use liquid in a container to apply a Saves and Magroll buff to a target. using certain alignment-dependend liquids quintruples the duration of the buff&lt;br /&gt;
* priests get anoint at level 23&lt;br /&gt;
* Sacrificing in Consecrated rooms is massively simplified&lt;br /&gt;
* Mend and Vitalize restore 33% more HP to other characters if they have similar alignments&lt;br /&gt;
* Priests (and only priests) can choose their alignment at creation now (blank line bug fixed next copyover - just hit enter an extra time)&lt;br /&gt;
 &lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 11-9-2019 ==&lt;br /&gt;
&lt;br /&gt;
* %a prompt option gives numerical alignment below level 10, not just good/neutral/evil&lt;br /&gt;
* new prompt option %E to spam yourself with your affects list&lt;br /&gt;
* priests get Attack Up at level 2&lt;br /&gt;
* priests get Smite at level 3&lt;br /&gt;
** Smite&#039;s damage adjusted significantly: ranges from 37.5 to 187.5% of a first-tier spell depending on caster HP (+/-50%, inverse correlation) and enemy HP (+/-25%, normal correlation)&lt;br /&gt;
* priests get Bless at level 4&lt;br /&gt;
* mana cost increased to 10&lt;br /&gt;
* priests get Purify at level 5&lt;br /&gt;
* Purify mana cost dropped to 10, lag decreased to 6&lt;br /&gt;
* priests get Curse at level 6&lt;br /&gt;
* Curse no longer worsens skills - AFF_CURSE *flag* still worsens skills.. but is no longer applied by this spell&lt;br /&gt;
* Curse armor penalty now scales with level  (30 + level/3)&lt;br /&gt;
* priests get Barrier at level 7&lt;br /&gt;
* Barrier&#039;s duration enhanced dramatically, mana cost increased a LOT&lt;br /&gt;
* priests get Heal Blind at level 9&lt;br /&gt;
* Heal Blind mana cost dropped to 10, lag decreased to 6&lt;br /&gt;
* priests get Ray at level 10&lt;br /&gt;
* Attack Up, Curse, and Barrier can be charged to improve their duration. Bless can be charged to improve its duration AND its ability to uncurse equipment. Heal Blind and Purify can be charged to improve their chance to dispel the negative affect. Smite and Ray can be charged to improve their damage by 50%.&lt;br /&gt;
* ALL form: undead mobs are vulnerable to healing spells, even if they don&#039;t have a (Zombie) tag. For reasons of lore and balance, vampires do not count as undead&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* mobs csv dump includes aff, shield, and form data&lt;br /&gt;
* Please update your vampire NPCs to not have the Undead form flag&lt;br /&gt;
&lt;br /&gt;
Priest from levels 11-30 is wonky at the moment. Pardon our dust!&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
== Changes 10-31-2019 ==&lt;br /&gt;
&lt;br /&gt;
* esuna now works on dirt kick, miasma, and dazzle&lt;br /&gt;
* the smash skill now ignores the defend status :0&lt;br /&gt;
* blind, dazzle, and dirt kick improved to -25 hitroll (abt 50% to hit)&lt;br /&gt;
* ration now grants a net improvement to foods&#039; spell levels, with high skill% in ration (i.e. @ 100%, lv100 -&amp;gt; 83 + 83!!!)&lt;br /&gt;
* lunge lag improved to 24&lt;br /&gt;
* counterspell should no longer attempt to fire at invalid targets&lt;br /&gt;
* comet punch damage improved 25%&lt;br /&gt;
* geomancers now get Overgrowth and Bramble at level 1&lt;br /&gt;
* instead, they don&#039;t get Banana Bomb until level 4&lt;br /&gt;
* earthy/Stone Saber&#039;d weapons do 33% more extra damage than the other elemental sabers, to compensate for the lack of a status affect&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* mob goto, at, transfer, gtransfer, and otransfer will now work on object targets if the object is in an inventory or container&lt;br /&gt;
* area flag &#039;norandoport&#039; which prevents &#039;random&#039; or &#039;buggy&#039; portals from sending mobs or players to the entire area&lt;br /&gt;
&lt;br /&gt;
Opaaaaaaaaaaa&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 10-27-2019 ==&lt;br /&gt;
&lt;br /&gt;
* syphon should no longer &amp;quot;drain&amp;quot; &amp;quot;negative&amp;quot; amounts&lt;br /&gt;
* blue magic + bloodsuck should no longer mess up killcount&lt;br /&gt;
* fixed a crash bug with the $h variable&lt;br /&gt;
* lag on cultivate skill reduced to 16&lt;br /&gt;
* fixed typo when extension is cast on others but fails&lt;br /&gt;
* phalanx-blocked hits will set up the blocker for retort (and hylian fencing specials), instead of the person being protected&lt;br /&gt;
* vigilance should actually work now - it&#039;s done the opposite of what its supposed to, the entire time?...oops&lt;br /&gt;
* retort should skill up much easier now&lt;br /&gt;
* renewed the domain registration for cleftofdimensions.net sorry i let that lapse, it was supposed to be on autopay but my credit card expired since the last charge lmfao&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 10-5-2019 ==&lt;br /&gt;
&lt;br /&gt;
* fixed a bug involving showing a world map to a char not actually in a room&lt;br /&gt;
* boogie fever will no longer spread certain affects that have a &#039;secondary type&#039;, like counterspell or blue magic&lt;br /&gt;
* Glowing items are now visible on the floor of dark rooms&lt;br /&gt;
* vehicles with headlight capability are always visible, both in rooms and in inventories&lt;br /&gt;
* anti-wizard items are correctly forbidden to 4th gen wizards&lt;br /&gt;
* %G prompt option shows group information as numbers (like &#039;group&#039;)&lt;br /&gt;
* %1 prompt option like %G but shows enemy info also (like &#039;group2&#039;)&lt;br /&gt;
* auxillaryalt mode shows enemy data (like %1 or group2)&lt;br /&gt;
** neither of the ones that show enemy data, will show MP, if you haven&#039;t got detect magic (like normal tuna mode)&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* Cleaned up a couple OLC error messages&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 9-14-2019 ==&lt;br /&gt;
&lt;br /&gt;
* players automatically go AFK when idle instead of going to the void&lt;br /&gt;
* players who have been AFK for more than a week are disconnected&lt;br /&gt;
* players who have not logged in for more than a week are delisted from the wholist, even if they&#039;re active on Discord&lt;br /&gt;
* when a player logs on or reconnects, that player&#039;s alts disconnect&lt;br /&gt;
* pose command added for long-term emoting&lt;br /&gt;
* &#039;look self&#039; shows your pose, if applicable&lt;br /&gt;
* area list sorted (thanks Ademisk)&lt;br /&gt;
* when abbreviating commands, most communication commands (e.g., reply) outprioritze info commands (e.g., resist) &amp;amp; config commands (e.g., remove)&lt;br /&gt;
* trance duration no longer easily stacked, but base duration slightly longer&lt;br /&gt;
&lt;br /&gt;
For builders:&lt;br /&gt;
* &#039;discordutil cleanup&#039; to unlink invalid (e.g., deleted) players from users&lt;br /&gt;
* AFK shows up on mstat&lt;br /&gt;
* we&#039;re finally subject to the same afk/idle rules as everybody else!&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
== Changes 9-7-2019 ==&lt;br /&gt;
&lt;br /&gt;
* wholist incorporates linkdead and Discord-based players&lt;br /&gt;
* wholist formatting changes (races colored by innate not sex, idle indicator)&lt;br /&gt;
* in CoD chat, Discord users have their names synced with their CoD playernames&lt;br /&gt;
* Jinx interacts with Esuna and outputs appropriately when it wears off&lt;br /&gt;
* power surge now only affects offensive or defensive spells, but not spells that are neither (looking at you, Cleft Rift and etc).&lt;br /&gt;
* Tier 4 wizard spells interact correctly with runic, Sabotage, and magroll&lt;br /&gt;
* burn&#039;s attack down brought in-line with the Attack Down spell&lt;br /&gt;
* fixed leaking color from Osmosis&lt;br /&gt;
* fixed leaking absence of color from disarm&lt;br /&gt;
* pbust can no longer be used by NPCs&lt;br /&gt;
* the prompt argument %t, which showed your pet&#039;s race, has been removed&lt;br /&gt;
&lt;br /&gt;
For builders:&lt;br /&gt;
* discordutil command to manage Discord integration&lt;br /&gt;
* {@ and {# have been discontinued (use {$ if you require flashing colors)&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 8-22-2019 ==&lt;br /&gt;
&lt;br /&gt;
* fixed a bug involving update_always mobs with ai_retargeting getting extra combat rounds when bashed/tripped&lt;br /&gt;
* you can&#039;t Sneak past the wind stone&#039;s barrier anymore&lt;br /&gt;
* updated elemental colors in &#039;score&#039; to match new wiz spells&lt;br /&gt;
* added color codes to damage in: earthquake, magic missile, halo, solarbeam, tsunami, bramble, dins fire, quezacotl&#039;s wrath, fumes, tornado, darkmatter, pearl, ink blast, cadenza, fulgor burst, laser beam, blam gush, surf, firebreath, and also anything that goes through damage_next()!!!! as these skills/spells are in fact also polarity-reversible.&lt;br /&gt;
  * I couldn&#039;t do star rain yet as spako_msg does not get the spell&#039;s actual damtype, just the skill# and dam amount&lt;br /&gt;
* hp drain uses {rdark red now, mp drain uses {bdark blue&lt;br /&gt;
* quartz guard deals earth damage now, not slash&lt;br /&gt;
* thorn aegis deals wood damage, not piercing anymore&lt;br /&gt;
  * hailstone barrier already dealt cold and not bash lmao&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* at your convenience, please update $a damage colors in your areas to comply with the updated &#039;help damage colors&#039;.  or, if you switch these progs to use damechos instead, you won&#039;t have to worry if the colors change, as &#039;mob damecho&#039; has been forcibly made compliant on the back end!!! :)&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
== Changes 8-21-2019 ==&lt;br /&gt;
&lt;br /&gt;
* the wizard class has been superseded. New characters choosing wizard will create 4th-generation wizards instead of 3rd-generation wizards and will be able to evolve into Archmages or Elementalists. Check helpfiles for details.&lt;br /&gt;
* Existing wizards should be minimally affected by this change.&lt;br /&gt;
* Jumi cores have been reverted to occupy the neck slot. This change is retroactive to existing Jumis.&lt;br /&gt;
* the Jumi core now provides a full heal, esuna, and increases max HP by 33%&lt;br /&gt;
* %d option added for prompts to report most recent direction moved&lt;br /&gt;
 &lt;br /&gt;
For builders&lt;br /&gt;
* the &#039;class&#039; ifcheck now accepts partial matches. Importantly: &#039;if class $n wizard&#039; matches all of Wizard, S_Wizard, and N_Wizard.&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
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&lt;br /&gt;
== Changes 8-18-2019 ==&lt;br /&gt;
&lt;br /&gt;
* undid that %G change, it&#039;s back now if you want it&lt;br /&gt;
* fixed a typo in piledriver&lt;br /&gt;
* &#039;scan&#039; has less misleading echo when scanning into closed doors&lt;br /&gt;
* pass door now works on hidden closed doors now&lt;br /&gt;
&lt;br /&gt;
SKILL IMPROVEMENTS:&lt;br /&gt;
* Shadow Step does the same damage u took and heals on hit now&lt;br /&gt;
* Restore Movement can be cast in combat now&lt;br /&gt;
* Jumi Aikido&#039;s super is actually usable while defending (aka sitting) now&lt;br /&gt;
* Repent only drains MOST (down to 80%) of your mv now, dependent on skill%&lt;br /&gt;
* Rabite Rainstorm&#039;s lag reduced 50%&lt;br /&gt;
* when Entangle trips, it reliably does 3 pulses of Daze now instead of 1-4&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 8-15-2019 ==&lt;br /&gt;
&lt;br /&gt;
* unholy weapons deal evil damage now, not dark&lt;br /&gt;
* the log no longer throws errors when players with items in their locker quit the game... maybe?&lt;br /&gt;
* the bug report about &#039;prev&#039; obj missing is back though! because i need to track down what causes/caused this&lt;br /&gt;
* more blue magic useless skills&lt;br /&gt;
* Deliver can no longer send unique items to someone if they already have one in their locker!&lt;br /&gt;
* ai_retargeting mobs now correctly aim at act2_priority mobs, not act_passive ones&lt;br /&gt;
* Saiyans become &#039;large&#039; size when transformed into an oozaru!&lt;br /&gt;
* bankers should no longer keep your exchanged money if you&#039;re over your weight limit somehow&lt;br /&gt;
* %G in prompts will no longer spam the crap out of old chars who still have it&lt;br /&gt;
* the &#039;auxillaryalt&#039; option, on by default, can be turned off to see hp numbers etc in the protuna tertiary display&lt;br /&gt;
  * if you were actually using the old style [*****] bars...  let me know please... you madman!&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* new &#039;size&#039; affect modifier... having a size less than 0 (tiny) or over 5 (giant) may have undefined behavior right now, so please be careful with this&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 8-12-2019 ==&lt;br /&gt;
&lt;br /&gt;
* glitz pit modified to use less cpu when players are in the area&lt;br /&gt;
* fixed small memory leak involving pc corpses&lt;br /&gt;
* fixed small memory leak involving pet corpses&lt;br /&gt;
* Bash and Trip no longer knock down targets that are immune to bashing damage&lt;br /&gt;
* fixed a bug involving non-swimming mobs attempting (and failing) to enter sector noswim rooms -- now they just dont try&lt;br /&gt;
* &#039;buy&#039; with no argument redirects to &#039;list&lt;br /&gt;
* added missing drops to hu lao gate mobs&lt;br /&gt;
* Gastro Acid strips inhale and bloodsuck effects... oops! lol!!&lt;br /&gt;
* &#039;order&#039; now passes any applicable lag to the mob&#039;s commander, but this also means that many &#039;order&#039; applications are now faster for the commander!&lt;br /&gt;
* &#039;order all&#039; will accumulate lag harmonically for each mob that gets ordered ex: ordering 5 mobs to &#039;zap&#039; a wand will now give you 12/1 + 12/2 + 12/3 + 12/4 + 12/5 = 27 beats of lag&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
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&lt;br /&gt;
== Changes 8-10-2019 ==&lt;br /&gt;
&lt;br /&gt;
* Attack Down tells you when it failed to be cast on you&lt;br /&gt;
* area attacking mobs will area-attack every round as expected&lt;br /&gt;
* fixed a memory leak involving room and area affects!!!&lt;br /&gt;
* Flying Men disappear outside magicant again&lt;br /&gt;
* visdeath madra ice field mobs no longer cast frost veil constantly, its just permanent room affects now&lt;br /&gt;
* More CPU usage streamlining&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* &#039;dump&#039; command shows memory data to you, and dumps the obj and mob files in a much more accessible location, as  almost-correct html (104+ imm ability)&lt;br /&gt;
* &#039;mem&#039; command reports accurate number of actual affects (previously was just number of obj template affects!!) also might report accurate number of alloacated strings..?&lt;br /&gt;
* relatedly, memcheck accurately reports string creation now&lt;br /&gt;
* mobexists vnum, mobexists #.vnum, objexists vnum, and objexists #.vnum are now LIGHTNING fast to execute&lt;br /&gt;
* I have accordingly replaced most examples of mobexists (name) and objexists (name)! The remainders will be changed soon (?)&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
== Changes 8-8-2019==&lt;br /&gt;
* Gastro Acid in the inhale/blue magic list has been switched out for Acid Rain&lt;br /&gt;
* the Bleed spell, Darkmatter, and the grizzly style super will no longer cause bleeding on characters without blood&lt;br /&gt;
* new skill &#039;retort&#039; for knights at level 10 -- see helpfile&lt;br /&gt;
* riposte doesn&#039;t apply skill% penalty twice anymore and should do more damage now if you have it at less than 100%&lt;br /&gt;
* all characters can now rescue and fallback as if they had both skills at 60%. knights and summoners will benefit from having the actual skills by performing rescues/fallbacks *reliably*.&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* IMPORTANT!!! good work yall, keep it up&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
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&lt;br /&gt;
== Changes 8-7-2019 ==&lt;br /&gt;
More CPU usage slimming...&lt;br /&gt;
&lt;br /&gt;
* get_obj_world() doesn&#039;t do pointless extra work&lt;br /&gt;
* new funcs get_obj_world_faster() and get_char_world_faster()&lt;br /&gt;
* new find_location_faster() calls the above&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* in an effort to curb CPU usage, the mob commands transfer, spawn, goto, and at, and the ifchecks mobexists and objexists, now require exact keywords!! -- police your areas if you&#039;re worried&lt;br /&gt;
* act flag AGGRESSIVE works now - should target a random PC, not more than 5 levels higher than the mob, chosen from an entire group entering the room at once - may be funky with portals&lt;br /&gt;
* objexists works with #.vnum syntax though!!!&lt;br /&gt;
* mobexists works with #.vnum syntax now too!!!!&lt;br /&gt;
&lt;br /&gt;
I&#039;m, of course, building stuff to but that&#039;s too banal to note here&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 8-6-2019 ==&lt;br /&gt;
* Lasacul has a bar now (thanks abaril)&lt;br /&gt;
* Threshold for drunk speech lowered, because that&#039;s fun&lt;br /&gt;
* Level 108 immortals will show up in &#039;who&#039; again (nobody uses this level, you havent been missing anyone)&lt;br /&gt;
* Trimmed memory a little and cpu usage a lot&lt;br /&gt;
* Masochism Tango no longer applies pass door&lt;br /&gt;
* Dying should no longer strip affect flags applied by equipment&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* new variable $d, for random mob grouped with a player (charmie)&lt;br /&gt;
* new variable $D, for random player-attackable mob or PKable player&lt;br /&gt;
 * use this one for pets or offensive event items&lt;br /&gt;
* new variable $h, for random player or charmie! like $r but broader&lt;br /&gt;
* removed unused (but settable??) &#039;gravity&#039; from areas&lt;br /&gt;
* REMINDER: avoid using ordinal words like &#039;first&#039;, &#039;third&#039;, or the word &#039;other&#039; in obj names, as this fouls targeting.&lt;br /&gt;
  * OLC will try to warn you if you do this&lt;br /&gt;
* ANOTHER REMINDER: avoid using a name with the &#039;mobexists&#039; ifcheck, as it is very CPU-intensive. vnums are strongly preferred, especially in frequently-called progs like fight or random!!!&lt;br /&gt;
  * wiznet&#039;s memcheck now pings when this happens&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
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&lt;br /&gt;
== Changes 8-4-2019 ==&lt;br /&gt;
* Laser Beam now costs 48mp to cast&lt;br /&gt;
* For safety, Inhale no longer works on mobiles immune to Summon&lt;br /&gt;
* OK, the %e prompt thing should actually be fixed now...&lt;br /&gt;
* %e in a prompt will show closed doors now too (ugly tho)&lt;br /&gt;
* Weightless and uncounted items can be picked up, received, bought, and retrieved from lockers even at max capacity&lt;br /&gt;
* Lasacul now has a local map&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* the &#039;stat&#039; command reveals secondary types of affects when applicable&lt;br /&gt;
* FYSA: uncounted items are treated as 0 weight for most purposes. this has been the case since 2011ish, so i won&#039;t change it now, just please be aware...&lt;br /&gt;
* as requested, area exflag COLD_WEATHER, changes weather messagest&lt;br /&gt;
* after mob award exp scaled, $a can be used to echo actual xp awarded&lt;br /&gt;
* added race and damtype to the mobs csv dump&lt;br /&gt;
* added applies to the objs csv dump&lt;br /&gt;
 &lt;br /&gt;
-Bea&lt;br /&gt;
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&lt;br /&gt;
== Changes 8-3-19 ==&lt;br /&gt;
* the &#039;group&#039; command will not get intercepted by the tertiary window in project tuna anymore, so you can see your charmies&#039; exact hp and such&lt;br /&gt;
* Consecrate (any align) will prevent Haunt from manifesting lil&#039; boos&lt;br /&gt;
* Aurora, Darkmatter, and Pearl will respect always_night and always_day &lt;br /&gt;
* Warriors no longer get Defend if they don&#039;t evolve&lt;br /&gt;
* Priests get Consecrate at level 28 instead of 30&lt;br /&gt;
* Summoners get Gather at level 29 instead of 30&lt;br /&gt;
* Summoners don&#039;t get Summon, Deliver, Cleft Rift, or Guardian Force if they don&#039;t evolve&lt;br /&gt;
* Dancers won&#039;t get Read Magic, Esuna, or Dispel unless they evolve&lt;br /&gt;
* Blind mobs will not &amp;quot;scream and attacks!&amp;quot; (assist/re-engage AI) unless flagged omnisight. blind mobs should aggro less often otherwise too&lt;br /&gt;
* Heat Metal, Death Pact, Death Coil, Intimidate, Inflame, Detect Alignment, Transfusion, Abundance, Smite, Nurse, Regen, Evil Eye, Jutsu&#039;s blind, and Skeleton Crew and Resurrect&#039;s HP bonus, respect the spell&#039;s actual cast level and not the caster&#039;s character level&lt;br /&gt;
* Event-using potions, pills, and scrolls, will no longer show fake info about their nonexistent spells&#039; level&lt;br /&gt;
* the %e prompt variable now says &#039;none&#039; in rooms with no visible exits, like it was always supposed to&lt;br /&gt;
* You should no longer get &amp;quot;wears on head&amp;quot; type messages if equipment didn&#039;t actually get worn!&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* &#039;mob damecho&#039; works again&lt;br /&gt;
* greet progs will not trigger for blind mobs unless omnisight! you could already &#039;sneak&#039; past these progs so this shouldnt break anything tbh&lt;br /&gt;
* scrolls can be &#039;event objs&#039; now&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
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&lt;br /&gt;
== Changes 7-29-19 ==&lt;br /&gt;
* damroll has been reduced on some items. Details available: https://drive.google.com/open?id=1F9cqb25-ZagLjzB0vIpyYCd1Mfj0Xj0Q4MU2YQPqZ4M&lt;br /&gt;
* tier 3 (AoE) wizard spells have had their lag doubled&lt;br /&gt;
* Snowy and Nebula cost the correct amount of mana&lt;br /&gt;
* combomagic spells apply cooldown properly&lt;br /&gt;
* combomagic spells can chain into additional combomagic spells&lt;br /&gt;
 &lt;br /&gt;
Behind the scenes:&lt;br /&gt;
* string allocation limit increased from 22 MB to 34 MB&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 7-25-19 ==&lt;br /&gt;
* ALL twohanded weapons have been improved by about 25%&lt;br /&gt;
* Tweaks to the Inhale skill&lt;br /&gt;
* Kirbys receive the Inhale skill at level 25&lt;br /&gt;
* Pumpkin reduces the victim&#039;s current HP too (but isnt lethal)&lt;br /&gt;
* Pumpkin no longer works on things otherwise immune to damage&lt;br /&gt;
&lt;br /&gt;
for builders: &lt;br /&gt;
* Farore&#039;s Wind spell, like Exit but can teleport between areas&lt;br /&gt;
 &lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Changes 7-23-19==&lt;br /&gt;
* the Confuse spell is no longer a synonym for Charm, but rather for Confusion (the one that makes u hit urself)&lt;br /&gt;
* Confusion not induced by Polka Polka has a protuna status tag&lt;br /&gt;
* scarecrows may no longer enter portals&lt;br /&gt;
* sneaking through a portal shows &amp;quot;you enter suchandsuch&amp;quot; again&lt;br /&gt;
* helpfiles exist for every spell you may find on an item now&lt;br /&gt;
* jumi cores no longer fill a neck slot, but use a new &#039;core&#039; slot&lt;br /&gt;
** jumi players: contact an immortal for help fixing yourself&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* new portal flag &amp;quot;send_vehicle&amp;quot;, which does what you expect&lt;br /&gt;
* portal flag normal_exit works again (only affects echoes)&lt;br /&gt;
* jumi NPCs can also wear jumi cores with a little effort: they must &#039;mob oload 24 0 w&#039; and then oset its short desc.&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
==Changes 7-19-19==&lt;br /&gt;
* MORE tweaks to blue magic/vampire&lt;br /&gt;
* to reduce spam, blue magic affects won&#039;t show up in &#039;report affects&#039;&lt;br /&gt;
* As requested, curse will no longer affect nodestroy items&lt;br /&gt;
* Fixed a typo when none-innate Jutsu blinds the target&lt;br /&gt;
&lt;br /&gt;
For Builders:&lt;br /&gt;
* Exit and Exall triggers can take the &#039;all&#039; argument to check all 10 directions simultaneously.&lt;br /&gt;
* Hour triggers can take the &#039;all&#039; argument to execute every in-game hour, or about every minute. This may be useful for less CPU-intensive mobprogs.&lt;br /&gt;
* putting the &#039;norecharge&#039; flag on a light will make it unable to be recharged with the Phlogiston spell&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 7-18-19 ==&lt;br /&gt;
&lt;br /&gt;
* after combat, gained XP and gained money show up on the same line&lt;br /&gt;
* auto corpse sacrificing is hidden for new players. Unhide with &#039;silentsac&#039;&lt;br /&gt;
* runic, double, shell, and sabotage now work against multi-hit skills&lt;br /&gt;
* fixed a bug that could cause drunken groupmates to crash the game&lt;br /&gt;
* fixed a bug involving certain decayable objects never decaying&lt;br /&gt;
* when someone locks or unlocks a door, their name is capitalized correctly&lt;br /&gt;
* manashield buffed to take 150% damage instead of 200% damage&lt;br /&gt;
* manashield breaking now causes lag instead of HP damage&lt;br /&gt;
 &lt;br /&gt;
For builders:&lt;br /&gt;
* further Discord synchronization&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 7-14-19 ==&lt;br /&gt;
&lt;br /&gt;
* extra attacks do somewhat more damage&lt;br /&gt;
* Attack Down removes 3-7 DR instead of 8-11 DR&lt;br /&gt;
* more comprehensive Discord chat synchronization&lt;br /&gt;
* the world is now round (as far as the atlas is concerned)&lt;br /&gt;
* maximum prompt length has been doubled&lt;br /&gt;
* fixed a bug where glitches sometimes appeared within ASCII art&lt;br /&gt;
 &lt;br /&gt;
Behind the scenes:&lt;br /&gt;
* rewrote code that awarded XP (this has no observable effects)&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 7-11-19 ==&lt;br /&gt;
&lt;br /&gt;
* damroll and magroll scaling starts at 40 DR instead of 20 DR&lt;br /&gt;
   If you want to visualize what this does, transfer functions are plotted&lt;br /&gt;
   at https://www.cleftofdimensions.net/hahaha_secret/damroll20190711.png&lt;br /&gt;
   (from top to bottom, funcs are pre-6/28/19, today, and 6/28/19-7/11/19)&lt;br /&gt;
* DR, once again, no longer applies to skills &lt;br /&gt;
* Attack Up provides 3-7 DR instead of 6-11 DR&lt;br /&gt;
* %C in prompt now shows room&#039;s sector type&lt;br /&gt;
* %j, %J, %k, %K in prompt now show pet&#039;s current/max mana/moves&lt;br /&gt;
* undoubled cooldown for AoE spells if and only if user is currently a wizard&lt;br /&gt;
   (i.e., cooldowns will still be doubled for revamped wizards, once available)&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Area Changes 7-8-19 ==&lt;br /&gt;
&lt;br /&gt;
-AREAS-&lt;br /&gt;
*Fossil Roo is now available.&lt;br /&gt;
*McNeil Woods has had enough tweaks that I put it under this category instead of merely tweaks - including a local map.&lt;br /&gt;
 &lt;br /&gt;
-WORLD-&lt;br /&gt;
*The Warp Zone! Travel easily to places you&#039;ve already been. Check &#039;news&#039; for more info!&lt;br /&gt;
*Expellian&#039;s LONG AWAITED move has been made and it is no longer connected via a Humbolt Island pipe.&lt;br /&gt;
*Sunsnug has sent out palico scouts, highly specialized palicos that are purrfect at exploring dangerous areas and avoiding dying! Three of them are exploring the Cleft, collecting information to return to the Prowler&#039;s Association.&lt;br /&gt;
*Zigolis Swamp has current location indicators (more or less) on its local map (when using ProjTuna)!&lt;br /&gt;
*There are more dumpsters around the Cleft in towns with a small chance at a pointless easter egg when you actually use them to put junk into.&lt;br /&gt;
 &lt;br /&gt;
-TWEAKS-&lt;br /&gt;
EXP&lt;br /&gt;
*Exp gain from mobs (in regards to which mobs are halfxp, standard, xpandahalf, doublexp, and triplexp) has been tweaked in several areas and will continue to be tweaked.&lt;br /&gt;
 ** Mist Cave trash mobs have had their exp lowered to standard.&lt;br /&gt;
 ** Bosses in expellian have had their exp increased (and give additional exp on first kill.)&lt;br /&gt;
 ** Jiufen Valley has seen exp increases.&lt;br /&gt;
 ** Certain, otherwordly parts of Kakariko Village have seen exp increases.&lt;br /&gt;
DIFFICULTY&lt;br /&gt;
 ** Some Safari Zone mobs had accidentally been left in a weakened state and have since been put on proper health and fitness regiments.&lt;br /&gt;
 ** The physical fitness hiring standards for ShinRa guards have been SLIGHTLY reduced.&lt;br /&gt;
 ** Malakian Monks and Rafalian Priestesses will no longer stand idly by while you murder their brethren (sometimes?).&lt;br /&gt;
   *** They are also both ever so slightly more dangerous in general.&lt;br /&gt;
 ** War Witches have been tweaked in a way that may cause them to be more or less dangerous, maybe.&lt;br /&gt;
REWARDS/QUESTS&lt;br /&gt;
 ** The Veldt has more to do and has been tweaked minorly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 7-7-19 ==&lt;br /&gt;
&lt;br /&gt;
* All evolved summoners get Guardian Force at level 55&lt;br /&gt;
* Warrior styles&#039; hit/dam changes apply AFTER equipment/affects&lt;br /&gt;
* New prompt variable %I for current day of the week&lt;br /&gt;
* You have to type &#039;nofollow&#039; competely to turn it on &lt;br /&gt;
* &amp;quot;players today&amp;quot; should reset every 24hrs(ish)&lt;br /&gt;
* continued tweaks to Vampire and blue magic&lt;br /&gt;
* trip does a minimum of 1 damage&lt;br /&gt;
* overpower does a minimum of 1 damage&lt;br /&gt;
* esuna and dispel no longer refer to your character in the third person if you cast them on yourself&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* Putting ^^ at the beginning of a &#039;quests&#039; list will make that quest invisible instead of dark while it&#039;s incomplete&lt;br /&gt;
* Helpfiles are created with the name &#039;temphelp&#039; by default now&lt;br /&gt;
* mob rset now accepts &#039;xpos&#039; and &#039;ypos&#039; commands&lt;br /&gt;
* mob mset no longer accepts &#039;wealth&#039; command&lt;br /&gt;
* mobs have innate that can be set in medit&lt;br /&gt;
** this will affect spells like conjure elemental, cadenza, jutsu, give bonuses to wizard spells, etc.&lt;br /&gt;
*** it will NOT automatically set any resists/vulns&lt;br /&gt;
*** the random_innate behavior will overwrite this on the mob&#039;s template AND set appropriate resist/vulns like it&#039;s always done&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 7-5-19 ==&lt;br /&gt;
&lt;br /&gt;
* wily&#039;s lab has been revisited and the non-boss mobs are a bit harder&lt;br /&gt;
** there is also a wider selection of mobs now&lt;br /&gt;
* melt_drop items in a dropped container will melt appropriately&lt;br /&gt;
* melt_drop containers will no longer nuke everything in them when dropped&lt;br /&gt;
* the Guardian Force spell finds a target more reliably&lt;br /&gt;
* &#039;blue magic&#039; skill added for vampires -- currently a bit buggy&lt;br /&gt;
* Inflame will hurt people not in the same room as the caster&lt;br /&gt;
* mobs can no longer flee, mob flee, nor doppelganger through NO_MOB exits&lt;br /&gt;
* mobs can no longer be compelled through NO_MOB exits with gravity well,   maelstrom, or brainbuster&lt;br /&gt;
* mobs can no longer Blink through NO_MOB exits&lt;br /&gt;
* the &#039;evolve&#039; command uses witch/warlock and diva/impresario correctly&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS&lt;br /&gt;
* the &#039;damtype&#039; mobprog trigger should now accept &#039;all&#039;&lt;br /&gt;
* the &#039;draining&#039; damtype was erroneously still called &#039;disease&#039; in medit&lt;br /&gt;
* new mobprog variables $c and $C for the character $q is fighting&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 7-3-19 ==&lt;br /&gt;
&lt;br /&gt;
* Discord chat integration handles pictures and mentions better&lt;br /&gt;
* DoTs and delayed attacks only provoke aggression when victim sees player&lt;br /&gt;
* DoTs and delayed attacks don&#039;t inappropriately break invisibility&lt;br /&gt;
* Protuna tertiary panel draws a fork and spoon when you&#039;re hungry/thirsty&lt;br /&gt;
* minor cosmetic updates to Protuna tertiary panel time and weather display&lt;br /&gt;
* counterspell works differently&lt;br /&gt;
* doubled cooldown on Wizard AoE spells&lt;br /&gt;
* slightly weakened Tractor Beam&lt;br /&gt;
* manashield, goldshield, and roadblock skill% can increase, impact efficacy&lt;br /&gt;
* new spells and skills for revamped Wizards: &lt;br /&gt;
    Blink, Chrysalis, combomagic, and six combomagic-based spells: Flare Star,&lt;br /&gt;
    Catastrophe, Ancient Power, Black Wind, Grand Dream, and Southern Cross.&lt;br /&gt;
 &lt;br /&gt;
For builders:&lt;br /&gt;
* questquery command. Verifies in-use questflags per area&lt;br /&gt;
* Discord chat integration for staff stuff&lt;br /&gt;
 &lt;br /&gt;
Behind the scenes:&lt;br /&gt;
* fixed a bug pertaining to lava sectors&lt;br /&gt;
* reduced memory footprint for rooms&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 6-30-19 ==&lt;br /&gt;
&lt;br /&gt;
To: all&lt;br /&gt;
* fixed a weird bug involving lights when reconnecting&lt;br /&gt;
* &#039;screenreader&#039; is a handy built-in alias for &#039;brief&#039;&lt;br /&gt;
* that whole damroll thing that i&#039;m sure you&#039;ve heard about - still working out some remaining damroll kinks here and there&lt;br /&gt;
* fireball/lava wave&#039;s smoldering effect has a debuff indicator&lt;br /&gt;
* fireball/lava wave won&#039;t kill a player twice anymore&lt;br /&gt;
* sizeup no longer misgenders spivak and plural pronoun characters&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* &#039;eventitem&#039; works on potions, pills, AND food... please be careful&lt;br /&gt;
* new method to hide properly tagged asciiart from brief mode using players&lt;br /&gt;
* new method to hide alternate descriptions from NON-brief mode using players&lt;br /&gt;
* new method to strip color codes from a block of text&lt;br /&gt;
&lt;br /&gt;
FOR STAFF:&lt;br /&gt;
* new command &#039;pwreset&#039; to change a player&#039;s password (106+ ONLY)&lt;br /&gt;
* xp bonus spell added - please use very sparingly and fairly&lt;br /&gt;
* &#039;wizhelp&#039; is a lot less ugly, and sorted by level now&lt;br /&gt;
&lt;br /&gt;
I don&#039;t THINK i forgot anything in this note...&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 6-23-19 ==&lt;br /&gt;
&lt;br /&gt;
* Polka Polka, Dazzle, Heartache Rumba, Masochism Tango, Dispel, Esuna, Seance, Theatrics, Boogie Fever, and Sabotage can be charged to dramatically increase their chance of success.&lt;br /&gt;
* Finale can be charged to increase its damage by 1.5x&lt;br /&gt;
* Wandering Eye can be charged to increase its duration by 2x&lt;br /&gt;
* Rally Audience can be charged to double the HP of the audience&lt;br /&gt;
* shadow stalk can improve, but can fail&lt;br /&gt;
* Fixed Bug where Bless was improving chances of saving vs effects too much&lt;br /&gt;
* Added protuna tertiary window tag for bramble&#039;s debuff&lt;br /&gt;
* Max group size of 6 can no longer be circumvented&lt;br /&gt;
* Earthtap and Dancing Weapon should no longer reset weapons to default&lt;br /&gt;
* Fixed some missing color codes in &#039;report&#039;&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* $a can be used in any mobprog line, not just echos&lt;br /&gt;
* new weapon flag Mystic, makes weapon use magroll instead of damroll&lt;br /&gt;
* noecho now functions on portals&lt;br /&gt;
* &amp;quot;if khexists&amp;quot; and &amp;quot;if khcount&amp;quot; ifchecks work&lt;br /&gt;
* new mob race &amp;quot;zombie&amp;quot;&lt;br /&gt;
* new furniture flag &amp;quot;furn_light&amp;quot; -- makes the item cast light in the room&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 6-22-19 ==&lt;br /&gt;
&lt;br /&gt;
* &#039;Whowas&#039; will show information (level, hours, playtime) of online players&lt;br /&gt;
* behav_travelingpet works every pulse instead of every tick&lt;br /&gt;
* &#039;mob asset&#039; ascii art bug fixed in final weapon&#039;s exit pod?&lt;br /&gt;
* Create Booze tables shuffled in line with new liquids table&lt;br /&gt;
* &#039;steal item&#039; had bread replaced with booze in its loot table&lt;br /&gt;
* &#039;steal item&#039; will only give materia if the enemy had max MP &amp;gt; 0&lt;br /&gt;
* if affected with both Sleep and Influenza, could get weird messages&lt;br /&gt;
* &#039;report inv&#039; won&#039;t show a PC&#039;s inventory to their group leader&lt;br /&gt;
* Ageatii&#039;s Favour spell renamed to Alraune&#039;s Favour&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* TAR_OBJ_INV spells are listed in OLC now, plus other tweaks to &#039;? spell&#039;&lt;br /&gt;
* new wiznet option &#039;memcheck&#039; to show increases of strings and perms&lt;br /&gt;
  - be advised it will go off a lot for benign reasons&lt;br /&gt;
* &#039;mob mforce all&#039; is more efficient AND works as expected now&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 6-19-19 ==&lt;br /&gt;
&lt;br /&gt;
* Fixed a bug with wildfire &#039;following&#039; the caster&lt;br /&gt;
* New command &#039;PBUST&#039; - shows a one-off prompt with the specified parameters, &lt;br /&gt;
  &amp;quot;pbust Align: %a&amp;quot; will display the player&#039;s alignment. This is designed for &lt;br /&gt;
  use with aliases or macros to get information quicker than one can by &lt;br /&gt;
  reading an entire promptor using the &#039;score&#039; command. Currently does not &lt;br /&gt;
  work with Project Tuna. Uses the same switches as those used for a prompt,&lt;br /&gt;
  see HELP PROMPT&lt;br /&gt;
* Swindle and Powersurge can level up past 60% now.&lt;br /&gt;
* Selan and other mages&#039; &#039;clarity&#039; now costs just 25 silver per item to be IDd&lt;br /&gt;
* Parry will now use your offhand weapon if you haven&#039;t got a mainhand one&lt;br /&gt;
* Lobsterman Eskrima now applies its parry bonus correctly&lt;br /&gt;
* Drunkenness has been reworked and can do much more&lt;br /&gt;
  - including something actually good&lt;br /&gt;
* Scuppered now reduces the skill penalty from drunkenness&lt;br /&gt;
* Many liquids have had their values tweaked. To summarize&lt;br /&gt;
  - Nothing quenches quite like pure, clean water&lt;br /&gt;
  - Hard liquors generally no longer quench any thirst at all&lt;br /&gt;
  - Most liquids are not very satiating, except e.g. broth, milk&lt;br /&gt;
  - Salt water and blood are much nastier about worsening thirst&lt;br /&gt;
  - Alcoholic beverage proofs adjusted; it&#039;s much easier to get drunk&lt;br /&gt;
* Laying down framework for the upcoming (secret) subclass&#039;s (secret) ability&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Area Changes and Note 6-16-19 ==&lt;br /&gt;
&lt;br /&gt;
NEW AREAS:&lt;br /&gt;
 - Pinata Grove is available, visit at any level!&lt;br /&gt;
 - The town of Onrac and its Sunken Shrine are accessible to those who obtained an Aquamarine Scale during the Easter 2019 event.  For those who haven&#039;t, it will become available again in the future.&lt;br /&gt;
 &lt;br /&gt;
WORLD:&lt;br /&gt;
 - Battlefields are springing up around the Cleft.  Two are currently available, one in Truce Canyon and one in Alfador Isle.&lt;br /&gt;
 - Kupimo can be found as a roaming world mob, randomly appearing in any location. He is a Materia Merchant who sells both common and exclusive Materia to those who can find him.&lt;br /&gt;
 - The Feymarch has been relocated from its previous, temporary home to its new, probably-permanent home.&lt;br /&gt;
 - A hidden place has had a small expansion.&lt;br /&gt;
 - Several newbie areas outside of Truce have had small additions.&lt;br /&gt;
 &lt;br /&gt;
TWEAKS:&lt;br /&gt;
 - Some busted mobprogs were fixed in McNeil woods, and some new loot can be obtained both there and in the Veldt.&lt;br /&gt;
 - A couple mobs drop a few new things of low consenquence.&lt;br /&gt;
 - Sectors have been tinkered with all around the world and will continue to, most likely not affecting anyone except geomancers.&lt;br /&gt;
 &lt;br /&gt;
A full scale, colored version of the atlas as it appears in game has been uploaded onto our Wiki and is publicly available. Feel free to use it as you wish!&lt;br /&gt;
There is an &amp;quot;Atlas&amp;quot; page on the Wiki where the picture is featured. Anyone who feels like there could be more information on the &amp;quot;Atlas&amp;quot; page can feel free to contribute to it.&lt;br /&gt;
This is intentionally as accessible as possible as a resource for our players. Please note that not everything featured on Shadmire is built yet.&lt;br /&gt;
&lt;br /&gt;
Please note there may be various signs around the world pointing out new paths that are currently unavailable. These are not secret quest hints, but literally paths that are not yet ready for release.&lt;br /&gt;
Feel free to take note of their locations for easier finding of new features and areas in the future!&lt;br /&gt;
 &lt;br /&gt;
Finally, the staff intends to correct power creep that has been manifesting in various ways in the game.&lt;br /&gt;
Over the coming months, expect various changes that make the game easy to start, gradually become more difficult, and require some amount of determination to reach max level.&lt;br /&gt;
We want to reward questing and exploring. Our puzzles, detailed areas, interactivity, and quests will remain our focus.&lt;br /&gt;
 &lt;br /&gt;
LOVE, YOUR PAL COOPER&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 6-7/8/15-19 ==&lt;br /&gt;
&lt;br /&gt;
*Sealed Cave has been returned to a different location.&lt;br /&gt;
*The Faymarch has been relocated.&lt;br /&gt;
*Warp Whistles have been disabled for now.&lt;br /&gt;
&lt;br /&gt;
- Ageatii&lt;br /&gt;
&lt;br /&gt;
This note summarizes changes made since around February:&lt;br /&gt;
 + OOC chat is synchronized with our Discord server&lt;br /&gt;
 + elemental damage from weapons and many spells is now colored&lt;br /&gt;
 + new characters start with fewer practices but more default artifice skill&lt;br /&gt;
 + XP is no longer lost for players fleeing at level 10 or below&lt;br /&gt;
 + decreased memory footprint for objects&lt;br /&gt;
 + reformatted alignment of mnay Project Tuna affect tags&lt;br /&gt;
 + DoT effects should no longer start fights with targets not in the room&lt;br /&gt;
 + improved parsing for Scan when target obj shares keyword with bystander mob&lt;br /&gt;
 + LOUD WEAPONS WEREN&#039;T LOUD ENOUGH&lt;br /&gt;
 + various Wizard spells have been tweaked. Check helpfiles on:&lt;br /&gt;
    Fireball, Rhizome Lance, Air Blast, Gem Missile, Darkside, Ice Smash,&lt;br /&gt;
    Burst, Viro Plasm, Thunderstorm, Gyro Ball, Lucent Beam, &amp;amp; Bubble Beam&lt;br /&gt;
 + behind-the-scenes, new spells and skills for revamped Wizards: &lt;br /&gt;
    Maneater, Wind Blade, Void Ray, Absolute Zero, Nebula, Snowy,&lt;br /&gt;
    Reverse Polarity, feedback, &amp;amp; trance&lt;br /&gt;
 + many of wildcasting&#039;s effects are now different&lt;br /&gt;
 + karma works against Confusion, Osmosis, Burn, and Daze, among others&lt;br /&gt;
 + entangle no longer spuriously triggers mobprogs. entangle now inflicts daze&lt;br /&gt;
 + Tsunami won&#039;t push mobs into forbidden rooms, for reals&lt;br /&gt;
 &lt;br /&gt;
For builders:&lt;br /&gt;
 + new command &amp;quot;findtriggermismatch&amp;quot; to audit risky mprog combos (lvl 107 only)&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
 + fixed a bug where killing mobs &amp;gt;10 levels stronger would break the XP cap&lt;br /&gt;
 + shuffled damage colors for some wizard spells&lt;br /&gt;
 + changed how recoil is displayed for Darkside and Soulblade&lt;br /&gt;
 + changed aesthetics on Ink Blast, Megamagic, and Rainbow&lt;br /&gt;
 &lt;br /&gt;
For builders:&lt;br /&gt;
 + there are now 31 quest flags per area&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 3-1-2019 ==&lt;br /&gt;
&lt;br /&gt;
*New rset fields&lt;br /&gt;
&lt;br /&gt;
    mob rset flag &amp;lt;flag value&amp;gt;&lt;br /&gt;
      EG &amp;quot;mob rset flag no_recall&amp;quot; toggles no_recall&lt;br /&gt;
    mob rset &amp;lt;room affect&amp;gt; &amp;lt;duration&amp;gt;&lt;br /&gt;
      EG &amp;quot;mob rset sandstorm -1&amp;quot; sets sandstorm permanently&lt;br /&gt;
      NOTE:Room affects are being implemented one at a time, so far there&#039;s:&lt;br /&gt;
      sandstorm&lt;br /&gt;
      blizzard&lt;br /&gt;
      frostveil&lt;br /&gt;
      darkness&lt;br /&gt;
      flash&lt;br /&gt;
      firetrap&lt;br /&gt;
&lt;br /&gt;
*New mob commands &amp;quot;oclone&amp;quot; and &amp;quot;mclone&amp;quot;&lt;br /&gt;
   mob mclone &amp;lt;target to clone&amp;gt;&lt;br /&gt;
      Works exactly as the imm command&lt;br /&gt;
   mob oclone &amp;lt;object to clone&amp;gt; &amp;lt;target location&amp;gt;&lt;br /&gt;
      Works exactly like the imm command except it can load into the room or inventory&lt;br /&gt;
      EG &amp;quot;mob oclone apple I&amp;quot; will duplicate the object into inventory&lt;br /&gt;
      EG &amp;quot;mob oclone apple R&amp;quot; will duplicate the object into the room&lt;br /&gt;
&lt;br /&gt;
== Changes 2-18-2019 ==&lt;br /&gt;
&lt;br /&gt;
*Tsunami, Suplex and Blam Gush will no longer push mobs into rooms where they aren&#039;t allowed.&lt;br /&gt;
&lt;br /&gt;
*Using Boogie Fever in coordination with Tame will no longer break up the group.&lt;br /&gt;
&lt;br /&gt;
*Pets can no longer be ordered to purchase unique items.&lt;br /&gt;
&lt;br /&gt;
*Read Magic/Analyze will now show more affects (if applicable).&lt;br /&gt;
&lt;br /&gt;
*Mobs will now echo back if they can&#039;t wear something that is Antimob.&lt;br /&gt;
&lt;br /&gt;
*Decaying objects will no longer announce their destruction if they have the &#039;noecho&#039; flag applied.&lt;br /&gt;
&lt;br /&gt;
*Unique objects can no longer be purchased if one is in the player&#039;s locker.&lt;br /&gt;
&lt;br /&gt;
*The word &#039;pet&#039; will now reference the player&#039;s pet in the same way that &#039;me&#039; or &#039;self&#039; references the player.&lt;br /&gt;
&lt;br /&gt;
*&#039;Autosort&#039; will now automatically sort your inventory (and locker!) into item types.  Try it and see how it works!.&lt;br /&gt;
&lt;br /&gt;
*Din&#039;s Fire now targets all enemies in the room and has been adjusted accordingly.&lt;br /&gt;
&lt;br /&gt;
*Items that are flagged &#039;melt_drop&#039; no longer showcase a red aura.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Mobs can now award themselves (&#039;mob award $i&#039;) instead of needing a convoluted chain of mob-manipulation to provide the same effect, please be careful with its use, probably sticking to event items so that the player is $i.&lt;br /&gt;
&lt;br /&gt;
*New behavior &#039;travelingpet&#039; that makes a charmed mob consistently return to its owner, this will eliminate the need to create a RANDOM trigger prog to manually provide the same effect.&lt;br /&gt;
&lt;br /&gt;
*Rand_phys_vuln and rand_misc_vuln behavior flags added.&lt;br /&gt;
&lt;br /&gt;
== Changes 2-10-2019 ==&lt;br /&gt;
&lt;br /&gt;
Mostly just builder changes here.&lt;br /&gt;
&lt;br /&gt;
*sneak applies to portals.&lt;br /&gt;
*exhaulted etc should vanish only at appropriate remorts (again?).&lt;br /&gt;
*mob addlag is back in, capped at 1000 but you should never need to go even that high, I hope.&lt;br /&gt;
*hammerhand has fail message when no target is found.&lt;br /&gt;
*resets now flags the area as &amp;quot;changed&amp;quot;, so it can be saved without further edits.&lt;br /&gt;
*damroll added as a field for mset.&lt;br /&gt;
*various readout changes.&lt;br /&gt;
*Curse on non-object targets now has a chance to cause short-term negative affects:&lt;br /&gt;
   Chances are based on wisdom.&lt;br /&gt;
   Chances are higher when the caster is evil.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 2-8-2019 ==&lt;br /&gt;
&lt;br /&gt;
*Using offensive abilities on yourself no longer triggers the Gilgame Heart skill.&lt;br /&gt;
&lt;br /&gt;
*Offensive skills can no longer gain learned-skill percentage when used on oneself.&lt;br /&gt;
&lt;br /&gt;
*&#039;Whowas&#039; now shows new things, such as the player&#039;s current level and remort #.&lt;br /&gt;
&lt;br /&gt;
*Logging into a dark room with an active light source no longer acts as though your light doesn&#039;t exist.&lt;br /&gt;
&lt;br /&gt;
*&#039;Plural&#039; and &#039;Spivak&#039; genders now show appropriate coloration on the &#039;Who&#039; list.&lt;br /&gt;
&lt;br /&gt;
*Aurora and Din&#039;s Fire spells now echo to the room when the caster is the target.&lt;br /&gt;
&lt;br /&gt;
*Angel Whisper now does 1/8th of an undead enemy&#039;s current HP instead of their maximum HP.&lt;br /&gt;
&lt;br /&gt;
*Scan/Examine now shows the condition of a decaying-flagged object.&lt;br /&gt;
&lt;br /&gt;
*Encore will now boost Attack Up to a maximum of 50 Damroll, no matter how many times for the former spell is cast.&lt;br /&gt;
&lt;br /&gt;
*Unique items can now only be bought one at a time.&lt;br /&gt;
&lt;br /&gt;
*Phlogiston has been reworked and now has better overall chances for success, maxing out at level 150.&lt;br /&gt;
&lt;br /&gt;
*Intimidate now successfully stacks Damroll detriments.&lt;br /&gt;
&lt;br /&gt;
*Misc grammar and text fixes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 1-31-2019 ==&lt;br /&gt;
&lt;br /&gt;
=== First pass on Priest rework ===&lt;br /&gt;
&lt;br /&gt;
*Detect Alignment is back in, working as you&#039;d expect.&lt;br /&gt;
&lt;br /&gt;
*Mend and Vitalize tweaked; spell targets of same alignment and NOT the caster grant a chance to return mana or heal for more(Vitalize also has a chance to reduce cooldown). Chances&lt;br /&gt;
based on Wisdom.&lt;br /&gt;
&lt;br /&gt;
*Mend no longer has a blackhole for practices.&lt;br /&gt;
&lt;br /&gt;
*Ray of Truth tweaked; damage has a chance to scale when targeting opposite align from the caster, with another chance for half cooldown. Both chances based on Wisdom.&lt;br /&gt;
&lt;br /&gt;
*Judgment tweaked; Chances(still based on Wisdom) that when used on opposite align from the caster that there may be a mana return, cooldown halved, and/or extra buff pulses.&lt;br /&gt;
&lt;br /&gt;
*Bless tweaked when cast on objects; Chances(Wisdom AND good align based) to apply more diverse bonuses dependent on object&#039;s wear location(eg feet).&lt;br /&gt;
&lt;br /&gt;
*Curse massively tweaked:&lt;br /&gt;
*Curse can now be cast on objects, casting curse on weapons or armor will cause the following:&lt;br /&gt;
   1) Perishable, cursed, nouncurse&lt;br /&gt;
   2) Cost/value of the object will be reduced to 0&lt;br /&gt;
   3.A) Condition of the object will be reduced by 2/3rds&lt;br /&gt;
   3.B) Condition cuts can be negated some, determined by wisdom&lt;br /&gt;
*Cursed weapons will receive the following:&lt;br /&gt;
   1) The first die on the weapons damage dice gets a 50% boost&lt;br /&gt;
   2) If there are enchantments, the enchant count gets a 33% boost&lt;br /&gt;
*Cursed armor will receive the following:&lt;br /&gt;
   1) The armor stats get a 50% boost across the board&lt;br /&gt;
   2) The armor gets a saves boost, the amount is determined by wisdom&lt;br /&gt;
*Curse casted on any other object just adds 1 magroll or damroll for now&lt;br /&gt;
*Curse casted on a non-object-target no longer has a set 30 armor penalty&lt;br /&gt;
*Curse armor penalty is determined by wisdom&lt;br /&gt;
&lt;br /&gt;
*Smite reworked; Casting Smite while BLESSED causes it to work in reverse of normal, Casting Smite while the target is CURSED does more damage the closer you are to their hp %.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Legacy Spells have been adjusted:&lt;br /&gt;
 Fira, Bizzara, and Thundara have increased mana costs.&lt;br /&gt;
 Firaga, Blizzaga, and Thundaga have increased mana costs AND a cooldown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 1-23-2019 ==&lt;br /&gt;
&lt;br /&gt;
*When given a unique item you already own or already have in your locker, it will tell you the item specifically, instead of just &amp;quot;you already own that&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*Angel Whisper now does 1/8th damage to undead&#039;s CURRENT health instead of their max health&lt;br /&gt;
&lt;br /&gt;
*The Koi Pond in Hikari no Matsuri is now community-friendly!  Everyone can now fish from one pond!  Talk to the stall tenant for a small update on the mechanics change involved!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
&lt;br /&gt;
*&#039;khcount&#039; and &#039;khexist&#039; ifchecks are in, use them to check for killcounts of a specific mob and if the player has any killcount of a mob (see obj vnum 7249 for examples)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=2018 Change Notes=&lt;br /&gt;
&lt;br /&gt;
== Changes 10-21-2018 ==&lt;br /&gt;
&lt;br /&gt;
*Items flagged &#039;noexplode&#039; will no longer prevent charges being used with WIS scores of 20+.&lt;br /&gt;
&lt;br /&gt;
*Decaying items no longer corrupt lockers, instead going down to 1 Condition and then stopping until they are removed, whereupon they will resume decaying.&lt;br /&gt;
&lt;br /&gt;
*Unique items are now unique between a player and their locker (no more doubling up!).&lt;br /&gt;
&lt;br /&gt;
*The random &amp;quot;your  weakens&amp;quot; message for some effects when casting Esuna has been fixed.&lt;br /&gt;
&lt;br /&gt;
*The &#039;Angel Whisper&#039; spell is longer staffify-able.&lt;br /&gt;
&lt;br /&gt;
*CHARMIES (not permanent pets) can no longer interact (pick up, give, etc.) with Unique items.&lt;br /&gt;
&lt;br /&gt;
*The echoes for a scroll going off twice has been given a space, so it looks less crammed.&lt;br /&gt;
&lt;br /&gt;
*Odd bug (&#039;lololo 2568 lol5&#039;) in the log has been fixed.&lt;br /&gt;
&lt;br /&gt;
We apologize if some of these fixes/changes/updates hamper the difficulty of certain playstyles going forward, but please understand that they were considered at length and administered to combat exploits and unintended practices.  You guys are awesome though, you&#039;ll figure out a way to keep going at full speed!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Area Changes 9-27-2018 ==&lt;br /&gt;
&lt;br /&gt;
NEW AREAS&lt;br /&gt;
*Jam Wasteland is now available. Has some pre-requisites - alchemy related!&lt;br /&gt;
*The Feymarch is now available, linked (for now) at the end of the Mist Cave.&lt;br /&gt;
 &lt;br /&gt;
NEW WORLD FEATURES&lt;br /&gt;
*There are now secret treasure spots (referred to sometimes as &amp;quot;hidey holes&amp;quot;) all around the Cleft. Be on the lookout for a weird, old guy in various Cleft cities for more information.&lt;br /&gt;
*See chobins and palicos getting drunk together at the Rat Cantina, located in the ocean somewhere. Maybe a friendly merchant will let you ride their ship there! If not, maybe you can bother a not-so-friendly merchant until they give in.&lt;br /&gt;
*There is now a publically available Mana Treant. It has some interesting &amp;quot;features&amp;quot;, see note regarding it for more information.&lt;br /&gt;
 &lt;br /&gt;
TWEAKS/CHANGES&lt;br /&gt;
*Booster Tower has been given a face lift, remort-only fight, minor tweaks, new drops, fixes, and new quests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 9-4-2018 ==&lt;br /&gt;
STAT UPDATES!&lt;br /&gt;
-------------&lt;br /&gt;
&lt;br /&gt;
*DEX:&lt;br /&gt;
      If &amp;gt;= 25, chance for a movement to cost 1/2 MV, and to avoid being Disarmed.&lt;br /&gt;
      If &amp;lt;= 9, chance for a movement to cost 1.5x MV.&lt;br /&gt;
      Higher Dex scores now also increase MV regeneration.&lt;br /&gt;
&lt;br /&gt;
*WIS: &lt;br /&gt;
      If &amp;gt;= 25, when using a Rod item there is a chance based on INT for halved cooldown or halved lag.&lt;br /&gt;
      If &amp;lt;= 9, there is a chance based on INT to increase Rod-used cooldown by 25%.&lt;br /&gt;
      If &amp;gt;= 25, when using a Wand or Staff item there is a chance based on INT to withhold using a charge, or boost the spell&#039;s effectiveness by 1.5x.&lt;br /&gt;
      If &amp;lt;= 9, there is a chance to weaken the Wand/Staff&#039;s effectiveness by 25%&lt;br /&gt;
&lt;br /&gt;
*INT:&lt;br /&gt;
      Higher Int now positively affects Mana regeneration and negatively affects cast failure.&lt;br /&gt;
      If &amp;gt;= 25, there is a chance based on WIS to gain spell damage bonuses.&lt;br /&gt;
      If &amp;lt;= 8, there is a chance to accidentally perform drunk speech.&lt;br /&gt;
      If &amp;gt;= 25, there is a chance based on WIS that Scrolls will have halved lag or doublecast one of the spells.&lt;br /&gt;
      If &amp;gt;= 40, there is a chance to doublecast two spells on the scroll.&lt;br /&gt;
      If &amp;lt;= 9, there is a chance to fail one of the spells on a scroll or lose 25% of the spell&#039;s effectiveness/power.&lt;br /&gt;
&lt;br /&gt;
*New Gender Types: &#039;They (Plural)&#039; and &#039;Spivak (e/em)&#039;&lt;br /&gt;
&lt;br /&gt;
*New Spell: Reraise - Instantly revives the caster and restores them completely (EXP penalty for dying is still applied, though!)&lt;br /&gt;
&lt;br /&gt;
*&#039;Idle Hands&#039; spell has been adjusted, now giving Level/2 increases to both Weight and Item capacity, maxing out at +50/+50 at Lv100.&lt;br /&gt;
&lt;br /&gt;
*&#039;Enchant&#039; spell has been renamed &#039;Enchantment&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS&lt;br /&gt;
------------&lt;br /&gt;
&lt;br /&gt;
*Mob Variable Additions: &#039;sex&#039; ifcheck now can use &#039;5&#039; for the Spivak gender (E.g. &#039;if sex $i == 5&#039;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Area Changes 5-1-2018 ==&lt;br /&gt;
*Kakariko Village is accessible&lt;br /&gt;
*The Pillars of Nosgoth are accessible&lt;br /&gt;
*The Ancient Library is accessible&lt;br /&gt;
*Viorar has some updates to descriptions and interactions&lt;br /&gt;
*Chocobo Forest has updated descriptions, item drops and spawn rates&lt;br /&gt;
*The world around the town of Todo has been expanded&lt;br /&gt;
*You now receive a class-specific reward for completing Truce&#039;s community service&lt;br /&gt;
*It&#039;s easier to get back the &amp;quot;mysterious map&amp;quot; item &lt;br /&gt;
*Oopsie Dayzees have joined the Dayzee Family&lt;br /&gt;
 &lt;br /&gt;
*For Builders:&lt;br /&gt;
*Fishing, Phone, Bomb Database added to the immortal hub&lt;br /&gt;
*Bambino Bombs have universal directional triggers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 4-19-2018 ==&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
 &lt;br /&gt;
*New mob command: &#039;Addlag&#039; (Adds lag to a player, disallowing them any activity until it wears off)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 4-16-2018 ==&lt;br /&gt;
*Some fixes for cross-room battle issues&lt;br /&gt;
*Players and mobs can no longer flee while grappled&lt;br /&gt;
*Items with the &#039;Melt_Drop&#039; flag can now be stolen&lt;br /&gt;
*Items now have custom disintegration (when Condition reaches 0 through Decay) messages based in item&#039;s innate&lt;br /&gt;
*Various skills will now enjoy damroll bonuses applied to their damage calculations&lt;br /&gt;
*&#039;Crash&#039; is less random, does a bit more damage and also boosts the damage and lessens the damage variance depending on the &#039;Capacity&#039; amount of the vehicle&lt;br /&gt;
*Spells with mob-moving effects (eg, Gravity Well) no longer require the mob to have Mov for the effect to function&lt;br /&gt;
*Dispel now has more effects that it can remove&lt;br /&gt;
*Esuna now has more ailments that it can remove&lt;br /&gt;
*&#039;Charge&#039; affects more Geomancer spells than before&lt;br /&gt;
*&#039;Judgment&#039; now does Holy/Negative damage based on alignment (instead of Light/Dark)&lt;br /&gt;
*Knight spells that have damage dependant on alignment have been updated with specific pairings (light/dark and holy/negative)&lt;br /&gt;
*&#039;Encore&#039; no longer affects Dodge, Parry or Shield Block&lt;br /&gt;
*New Spell: Debilitate (Lowers a target&#039;s level, prevents experience gain while in effect)&lt;br /&gt;
*New Spell: Enchant (Enchant Weapon &amp;amp; Enchant Armor rolled into one spell, affects both types)&lt;br /&gt;
*New skill: Ceremony (Toggled, forced resting position, autoattack off, sacrifice things for bonus mana and slightly adjusts alignment if sacrificing evil or blessed items)&lt;br /&gt;
*Merchants no longer get Enchant Weapon or Enchant Armor, replaced with &#039;Enchant&#039;&lt;br /&gt;
*Magroll scaling is officially in place: Each point is 1% bonus effectiveness up to 20, and after 20 it scales to more-or-less needing 2 points for every 1% efficiency (with slight variance here and there)&lt;br /&gt;
*Remort Tokens are in the process of undergoing an upgrade; eventually, they will be automated and allow a player to auto-remort themselves, including the coverage of remort cost&lt;br /&gt;
*Various readout changes to give the Cleft&#039;s damtypes, elements and overall display a more consistent appearance&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS&lt;br /&gt;
*Oset&#039;ing an item with the Decay flag and Oset&#039;ing condition to 0 will cause an item to disintegrate immediately&lt;br /&gt;
*New ifchecks: Objcost, objweight, objextra, objextra2, and objextra3&lt;br /&gt;
*Ageatii has a new (or fixed, anyway) custom message when using the &#039;slay&#039; command&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 3-22/3-23-2018 ==&lt;br /&gt;
*Cure has a slightly lower rate of healing than before&lt;br /&gt;
*Cure&#039;s mana cost has been lowered from 10 to 8&lt;br /&gt;
*Charge will now function with Vitalize&lt;br /&gt;
*A few spells have been excluded from the Metronome list&lt;br /&gt;
*Ninjas can now hide better, generally, and even more so in dark rooms&lt;br /&gt;
*Ninjas now know when they have or have not become hidden.&lt;br /&gt;
*Ninjas now sneak more successfully in dark rooms or while hidden, even more so when both conditions are met&lt;br /&gt;
*Ninjas now know when they have or have not started sneaking&lt;br /&gt;
*New spell: Debilitate (WORK IN PROGRESS)&lt;br /&gt;
*Wording: &#039;Exotic&#039; has replaced &#039;Magic&#039; in a few areas&lt;br /&gt;
*The room affects, sandstorm and flurry, should not do damage if you&#039;re resistant to their respective elements.&lt;br /&gt;
*Alias max has been increased to 32.&lt;br /&gt;
&lt;br /&gt;
For Builders:&lt;br /&gt;
*Added a move if check&lt;br /&gt;
**mvchk &#039;if mvchk $i &amp;gt;= 50&#039;&lt;br /&gt;
*Added object condition check&lt;br /&gt;
**objcond &#039;if objcond &amp;gt;= 20&#039;&lt;br /&gt;
*Added condition as an oset field&lt;br /&gt;
**&#039;mob oset $o condition -20&#039; Adjust current condition by -20&lt;br /&gt;
*Added brief mode check&lt;br /&gt;
**isbrief &#039;if isbrief $n&#039;&lt;br /&gt;
*Oset usage is now limited to the actor&#039;s inventory and in the current room the actor is standing in.&lt;br /&gt;
**Note: If you need to get around this and manipulate an object in another mob/player inventory, use force and mforce.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 3-8/3-10-2018 ==&lt;br /&gt;
*Jumi and Matango now have independent, separate health regeneration rates that is not the &#039;Regen&#039; affect (and thus no longer have the latter in constant effect).&lt;br /&gt;
*CON and WIS now add a slight regeneration bonus to HP and Mana, respectively.  This is especially noticeable in conditions that are not ideal.&lt;br /&gt;
*&#039;Psyke Up&#039; and &#039;Psyke Down&#039; spells added, effects are equivalent to their &#039;Attack Up&#039; and &#039;Attack Down&#039; counterparts except that it influences Magroll instead of Damroll.&lt;br /&gt;
*BUILDERS: Please be careful with using Psyke Down for now, as negative Magroll will prevent both players and mobs from dealing ANY spell damage!&lt;br /&gt;
*&#039;Enchant Armor&#039; no longer increases the target item&#039;s level by 1.&lt;br /&gt;
*Priests now receive slightly more mana when sacrificing gold coins.&lt;br /&gt;
*Choke and Powersurge now work with counterspell. &lt;br /&gt;
*Wisdom helps with failure to cast spells&lt;br /&gt;
*Magroll has been fleshed out for player usage and works as intended.&lt;br /&gt;
*Wall change can be charged to better penetrate saves.&lt;br /&gt;
*Enchant spell has been added, which combines both enchant armor and enchant weapon&lt;br /&gt;
*enchanting with the new enchant spell has slight chance to add -1 saves or +1 hitroll  to armor or weapons, respectively.&lt;br /&gt;
*higher wisdom increases those odds even more.&lt;br /&gt;
*psyke down has been adjusted to be more likely to bypass saves.&lt;br /&gt;
*armor golems are no longer affected by slow naturally.&lt;br /&gt;
*various read out changes, most importantly, lockers and containers.&lt;br /&gt;
 &lt;br /&gt;
For builders:&lt;br /&gt;
*mob award exp works in flat value. Use &#039;mob award $n exp 1234 noscale&#039;&lt;br /&gt;
*mob preitle is a command. for safety reasons, its usage is &#039;mob mforce $n mob pretitle self lolmypretitle &#039; to remove pretitles, just use {x.&lt;br /&gt;
*mobs currently are locked out of magroll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 3-2-2018 ==&lt;br /&gt;
*[[Cynbel_Sea|Cynbel Sea]] is now linked!&lt;br /&gt;
*The following areas have been removed from the &amp;quot;areas&amp;quot; command list: Magmoor Caverns, River City, Zanarkand, Magitek Factory.&lt;br /&gt;
*MiniMedals have been added to: Gold City, Gobi&#039;s Valley, Frosty Forest, Tonoe, Jungle of Illusion, Goreomemu Swamp.&lt;br /&gt;
*Level locks have been removed from: Orbonne Monastery, Guardia Castle, Dr Wily&#039;s Lab, Leires.&lt;br /&gt;
*Item re-balances: Mana Spirit Statues, Mirror Shield, Silver Gauntlets.&lt;br /&gt;
*Mob re-balances: Myrkur Necromancer, Great Rabite, Mushroomized Parasect, Angel Tower Spectre.&lt;br /&gt;
*Pandora&#039;s Clothes in Truce are re-categorized as &#039;jewelry&#039; type.&lt;br /&gt;
*You have more time to complete Norstein Bekkler&#039;s light game in Truce.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 2-19-2018 ==&lt;br /&gt;
*Stealing an item you can&#039;t carry no longer hecks up the item&#039;s location.&lt;br /&gt;
*gptoss&#039; damage is now a natural logarithm instead of base10... look forward to dealing more damage with it!&lt;br /&gt;
*Fling shouldn&#039;t cast weapons into the void or other mobs&#039; inventories.&lt;br /&gt;
&lt;br /&gt;
== Changes 1-26-2018 ==&lt;br /&gt;
*[[Sunsnug_Isle|Sunsnug Isle]] is now accessible&lt;br /&gt;
*Mist Cave is accessible as an expansion to Magicant&lt;br /&gt;
*[[Hu_Lao_Pass|Hu Lao Gate]] is now accessible&lt;br /&gt;
*An alternate unlockable path is available to get to the northern areas of Guardia.&lt;br /&gt;
*Non-Saturn Valley ATMs no longer require ATM cards.&lt;br /&gt;
*The potion seed pots (Crysta &amp;amp; Viorar) have been removed&lt;br /&gt;
*Effects have been added to the remaining existing potion seeds that enemies drop&lt;br /&gt;
*The speech in Lu Bu Feng Xian&#039;s delivery call is toned down&lt;br /&gt;
*The reward for collecting all the Chaos Emeralds is improved&lt;br /&gt;
*Asina on Joel Island more directly gives out quest initiation hints&lt;br /&gt;
*Bugfix where Moon Saber was not being rewarded&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 1-10-2018 ==&lt;br /&gt;
*doubled the internal SPL_SPRD variable, which should reduce the  variability of spell damage somewhat.&lt;br /&gt;
*those NPCs you thought were healers.... aren&#039;t anymore. see selan and company for uncursing and IDing stuff now.&lt;br /&gt;
*http://cod.mudmagic.com/who.php which conveniently updates whenever anyone who&#039;s not a staff member types &#039;who&#039;.&lt;br /&gt;
* &#039;report skills&#039; -- for ordering your pet reveal its innate combat skills.&lt;br /&gt;
*the &#039;cactus stool&#039; made by a level 0 Mokuton no longer WORSENS regeneration.&lt;br /&gt;
*Frost Saber now has a chance to apply a short-duration Slow.&lt;br /&gt;
*Players and mobs warcry&#039;ing at themselves have a better echo now.&lt;br /&gt;
&lt;br /&gt;
for builders:&lt;br /&gt;
*mobs and objects no longer have a &#039;material&#039;&lt;br /&gt;
*shopkeepers now *clone* objects when selling them, instead of making new ones.&lt;br /&gt;
**this means infinite &#039;inventory&#039; objects can be modified or restrung  while still in the keeper&#039;s inventory, and the changes will now propagate to the bought copy.&lt;br /&gt;
*plus some other changes i probably forgot&lt;br /&gt;
&lt;br /&gt;
-Benamas&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 12-30-2017 ==&lt;br /&gt;
*Jutsu&#039;s lag time reduced from 20 to 12&lt;br /&gt;
*Fumes now applies Poison instead of Fear -- rev up those Leeches&lt;br /&gt;
*Ninjas get the Fear spell at level 45&lt;br /&gt;
*Merchants now get Firebreath instead of Heat Metal at level 50&lt;br /&gt;
*Gptoss is about half the cost to use but does the same damage&lt;br /&gt;
*Dual Wield now functions correctly/at all when you have 2x/3x-cut&lt;br /&gt;
*fixed that rogue . when paralyzed&lt;br /&gt;
*converting gold to silver in banks is now free (but who does this)&lt;br /&gt;
*&#039;report offense&#039; shows magroll now&lt;br /&gt;
&lt;br /&gt;
== Changes 12-29-2017 ==&lt;br /&gt;
*Magroll is now percentage-based: 1 magroll is now equivalent to 1% more damage when casting a spell that deals damage.  Builders, keep this in mind going forward when/if adding Magroll to items!  Healing is also slated to be affected by this as well, but is not yet.&lt;br /&gt;
&lt;br /&gt;
== Changes 12-27-2017 ==&lt;br /&gt;
* &amp;quot;MAGROLL&amp;quot; is a thing now. It applies a flat damage bonus to most spells and damaging affects. There will be some exceptions (base Summoner spells), and there will be some instances where magroll has an exaggerated effect (multi- hit spells like Rainbow). Some builds will be better, some won&#039;t be affected, but none should take a nerf from this. Regardless, we&#039;re in uncharted territory!&lt;br /&gt;
* Characters receive a bonus to Magroll similar to how Strength affects Damroll in practice, this is going to be about... 5 magroll for most casters&lt;br /&gt;
* Builders can put Magroll on mobs and items (replaced previously nonfunctional bonus to saves vs paralysis?) -- use this sparingly, as you did damroll!!!&lt;br /&gt;
* Bleeding damage now caps at level*3 per round so megabosses don&#039;t drain dry for thousands of damage per round&lt;br /&gt;
* Enchant Weapon&#039;s effect with Damroll has been readjusted up to 15%. More tweaking possible pending smoothing out Magroll.&lt;br /&gt;
&lt;br /&gt;
== Changes 12-23-2017 ==&lt;br /&gt;
* any potential mob with vnum 3708 will be able to attack now (weird stock bug)&lt;br /&gt;
* many abilities no longer penetrate the Shell affect&lt;br /&gt;
* &#039;rod&#039; and &#039;event&#039; type items will display their current cooldown time when Scan&#039;d/examine&#039;d&lt;br /&gt;
* enchanted weapons were having their damage bonus DOUBLED -- this has been corrected from 20% extra damroll per enchant to 10%&lt;br /&gt;
** this seems like a nerf but check out the helpfile -- it was only SUPPOSED to be 5%&lt;br /&gt;
* giga drain&#039;s mp cost cut by 1/3&lt;br /&gt;
* vampires only regenerate 1hp/pulse while exposed to sunlight&lt;br /&gt;
* plus other changes I&#039;ve forgotten!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 6-15-2017 ==&lt;br /&gt;
UPDATES:&lt;br /&gt;
*Pip will refresh his inventory every day even when players are away.&lt;br /&gt;
*Flameshe and the pumpkinhead butler will now not accept items (for now)&lt;br /&gt;
*Electrical barrier seems to be working correctly.&lt;br /&gt;
*Aisu&#039;s door is two-way.&lt;br /&gt;
*El Nido quest list fixed&lt;br /&gt;
*Vehicle loss in quest rooms: There isn&#039;t really a good solution that doesn&#039;t involve revamping how vehicles work.&lt;br /&gt;
*Kiki responds to Elazul when appropriate.&lt;br /&gt;
*The certain Gypsy Camp quest has the appropriate story prerequisites now.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 6-04-2017 ==&lt;br /&gt;
* added &#039;glance&#039; command to show only room name, exits, and contents when &#039;brief&#039; is on&lt;br /&gt;
* re-added &#039;exits&#039; command -- beware of fake room names (re: mobprog trickery)&lt;br /&gt;
* re-added &#039;resistances&#039; command -- shows a short version when &#039;brief&#039; mode is on&lt;br /&gt;
* fixed a problem involving mobs with vampirism and the haunt affect which probably broke a bunch of other things too&lt;br /&gt;
&lt;br /&gt;
for builders:&lt;br /&gt;
* new exit flag &#039;nomob&#039;&lt;br /&gt;
&lt;br /&gt;
for me:&lt;br /&gt;
* cleared various compile warnings&lt;br /&gt;
* prototype &amp;quot;who&#039;s online&amp;quot; webpage cod.mudmagic.com/who.htm -- for now, only updates when a staff member types &#039;who2&#039;&lt;br /&gt;
&lt;br /&gt;
--Ben&lt;br /&gt;
&lt;br /&gt;
== Changes 3-29-2016 ==&lt;br /&gt;
Various other changes have went in, but here are the highlights:&lt;br /&gt;
&lt;br /&gt;
*oset is finished off with using flag names (vs their numerical value) in the value(0-4) slots, where needed. (the imm command &#039;set obj&#039; has been updated to do the same)&lt;br /&gt;
*&amp;quot;pet&amp;quot; has been added to the necromancers, to retrieve the corpse of all pets at once(that actually leave a corpse). Eg. necro pet&lt;br /&gt;
*Added affected2 if check eg. If affected2 focus&lt;br /&gt;
*Added fast affect2 flag (works like the fast vehicle flag)&lt;br /&gt;
*Added &#039;quicken spell&#039; (applies fast)&lt;br /&gt;
&lt;br /&gt;
== Changes 1-20-2016 ==&lt;br /&gt;
New mob commands:&lt;br /&gt;
   mset          - See &#039;help set&#039; for details&lt;br /&gt;
   oset          - This isn&#039;t actually new but more has been added to it, see &#039;help set&#039;&lt;br /&gt;
   mforce        - Allows players to execute mob commands without the use of an event item. (ie mob mforce $n mob cast fireball)&lt;br /&gt;
   mob face name - Mobs change their name tags&lt;br /&gt;
&lt;br /&gt;
New Variables:&lt;br /&gt;
   $A            - Same as $o, without quotes around name tags&lt;br /&gt;
   $b            - Mob&#039;s remember target&#039;s race&lt;br /&gt;
   $B            - Mob&#039;s remember target&#039;s level&lt;br /&gt;
   These have been added to &#039;help variable&#039; (Thanks Odwofi!)&lt;br /&gt;
&lt;br /&gt;
Various Changes:&lt;br /&gt;
   Brief mode is (re?)enabled due to volume of requests lately&lt;br /&gt;
   Wildcasting has been changed to a toggle&lt;br /&gt;
   Wildcasting has been added to affects2&lt;br /&gt;
   Affects2 can be toggled with mob flag&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Main_Page&amp;diff=4311</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Main_Page&amp;diff=4311"/>
		<updated>2021-06-11T14:48:08Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: Added change log 6-7-2021&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file:Logo.png|center|400px|link=https://www.cleftofdimensions.net]]&lt;br /&gt;
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! style=&amp;quot;width: 25%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Gameplay Info&lt;br /&gt;
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;[[Classes]]&lt;br /&gt;
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&lt;br /&gt;
;[[Races]]&lt;br /&gt;
:&#039;&#039;&#039;[[:Category:Creatures|List of Races]]&#039;&#039;&#039; • [[Humans]] • [[Espers]] • [[Giganto]] • [[Hylians]] • [[Koopas]] • [[Moogles]] • [[Matangui]] • [[Pumpkinheads]] • [[Reploids]] • [[Saiyans]] • [[Kirbies]] •  [[Jumi]] • [[Lobstermen]] • [[Nui]] • [[Ranboobs]] • [[Kokiri]]&lt;br /&gt;
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;[[Portal:Areas|&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;Areas Portal&amp;lt;/span&amp;gt;]]&lt;br /&gt;
:&#039;&#039;&#039;[[Geography]]&#039;&#039;&#039; • [[Area of the Month]] • [[:Category:Areas|List of Areas]] • [[Economy]] •  [[Player_Housing|Player Housing]]&lt;br /&gt;
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;[[Portal:Lore|&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;Lore Portal&amp;lt;/span&amp;gt;]]&lt;br /&gt;
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:&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;[[2012 Scavenger Hunt]]&amp;lt;/span&amp;gt; • [[2010 Fall Deathmatch]] • [[DK Coins|2010 Scavenger Hunt - DK Coins]] • [[Chaos Clans]] • [[Minigames]] • [[Utensil Wars]]&lt;br /&gt;
&lt;br /&gt;
;[[Physics]]&lt;br /&gt;
:[[Astronomy]] • [[Time]]&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;!-------------------------------------------------------------------------------------&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: #b6f2d0;&amp;quot; | &lt;br /&gt;
;&#039;&#039;&#039;[[Portal:RP|&amp;lt;span style=&amp;quot;color:#cc00cc&amp;quot;&amp;gt;RP Portal&amp;lt;/span&amp;gt;]]&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;[[Major Story Arcs]]&#039;&#039;&#039;&lt;br /&gt;
:[[:Category:Player Characters|List of Player Characters]] • [[Character Applications]] • [[Rules for Creating Player Character Articles]] • [[RP_Logs|RP Logs]]• [[World_Notes|World Notes]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;[[Clans]]&#039;&#039;&#039;&lt;br /&gt;
:[[:Category:Clans|List of Clans]] • [[Clan Halls]]&lt;br /&gt;
&lt;br /&gt;
;[http://cleftchatbeta.forumotion.com/ Cleft of Dimensions RP Forum]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: #b6f2d0;&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
;Miscellaneous&lt;br /&gt;
:[[Recipes]] • [[Music of the Cleft]] • [[Immortal_Shops|Immortal Shops]] • [[Credits|MUD Credits]] • [[MUD Clients]]&lt;br /&gt;
&lt;br /&gt;
;Staff Updates&lt;br /&gt;
:[[Staff_Meeting_Minutes#Staff_Meeting_2-29-2020|Staff Meeting Minutes for 2-29-2020]]&lt;br /&gt;
:[[Staff_Meeting_Minutes#Staff_Meeting_2-16-2019|Staff Meeting Minutes for 2-16-2019]]&lt;br /&gt;
:[[Staff_Meeting_Minutes#Staff_Meeting_1-3-2018|Staff Meeting Minutes for 1-3-2018]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- ###################################################################################### --&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%&amp;quot; &lt;br /&gt;
! style=&amp;quot;width: 33%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Game Updates&lt;br /&gt;
! style=&amp;quot;width: 33%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0340a6;&amp;quot; | Area of the Month&lt;br /&gt;
! style=&amp;quot;width: 33%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0340a6;&amp;quot; | Featured Article&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-------------------------------------------------------------------------------------&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: #b6f2d0;&amp;quot; | &lt;br /&gt;
[[Changes_Log|&#039;&#039;&#039;Most Recent Updates to The Cleft of Dimensions&#039;&#039;&#039;]]&lt;br /&gt;
* [[Changes_Log#Changes_6-7-2021|Changes 6-7-2021]]: Ninja and Fling fixes, new &#039;foe&#039; and &#039;enemy&#039; keywords.&lt;br /&gt;
* [[Changes_Log#Changes_5-6-2021|Changes 5-6-2021]]: Most skills that use weapon damage are affected by damroll. Details in link.&lt;br /&gt;
* [[Changes_Log#Changes_5-5-2021|Changes 5-5-2021]]: Mystic Weapon fixes, more/less violence adjustments, healing spells adjusted for magroll, other bugfixes.&lt;br /&gt;
* [[Changes_Log#Changes_5-3-2021|Changes 5-3-2021]]: Tweaks to Comet Punch and Double Image&lt;br /&gt;
* [[Changes_Log#Changes_5-1-2021|Changes 5-1-2021]]: New Builder toys.&lt;br /&gt;
* [[Changes_Log#Changes_4-25-21|Changes 4-25-21]]: Wide and varied fixes, minor buff to mushroomize, new Bedit sector flags.&lt;br /&gt;
* [[Changes_Log#Changes_4-4-21|Changes 4-4-21]]: Spell tweaks, new [[Project Tuna]] version.&lt;br /&gt;
* [[Changes_Log#Changes_3-24-21|Changes 3-24-21]]: More Combomagic compatible spells, bugfix for jutsu, misc tweaks.&lt;br /&gt;
* [[Changes_Log#Changes_2-15-21|Changes 2-15-21]]: Various minor spell fixes, buff to status-effects of most T2 wizard spells, Debilitate disabled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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| style=&amp;quot;vertical-align:top; background-color: #b6f2d0;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;[[Area_of_the_Month | Area of the Month]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Area of the Month for June 2021 is [[June_2021:_Midnight_Gardens|Midnight Gardens]]!&lt;br /&gt;
&lt;br /&gt;
What are the beastmen growing in their gardens? What are they hiding? What&#039;s Carlie doing there? Found out answers to these questions and more by exploring, then share your experiences for some [[Player_Housing|restring tokens]]!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-------------------------------------------------------------------------------------&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: #b6f2d0;&amp;quot; | &lt;br /&gt;
{{FeaturedArticle}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%&amp;quot; &lt;br /&gt;
! style=&amp;quot;width: 33%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Builder Compendium&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: #b6f2d0;&amp;quot; | &lt;br /&gt;
;Builder Info&lt;br /&gt;
:[[Building Guide]] • [[Mprog Compendium]] • [[Flags Compendium]] • [[Builder Applications]] • [[Forum For Proposing Racial Abilities]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
On this page, we will try to present and iron out all the hard facts of the [http://cod.mudmagic.com Cleft of Dimensions] universe. Yes, we&#039;re probably making a lot of this stuff up as we go along. Regardless - this is canon in the making!&lt;br /&gt;
&lt;br /&gt;
Any and all CoD staff members are invited to make contributions to the article pages. However, if you&#039;re adding something controversial, make sure to discuss it on a discussion page first. All CoD players are invited to make contributions to the discussion pages, but I ask that you don&#039;t modify the article pages.&amp;lt;br&amp;gt;&lt;br /&gt;
- MTS 11:02, 5 February 2006 (PST)&lt;br /&gt;
&lt;br /&gt;
Clan leaders can create and edit pages for their clan at their discretion, also. This way, we resolve the headache of keeping the main website updated continually.&amp;lt;br&amp;gt;&lt;br /&gt;
- Ben 10:27, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nature and Nature&#039;s Laws lay hid in night;&amp;lt;br&amp;gt;God said, &#039;Let Newton be!&#039; -- And all was light.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Changes_Log&amp;diff=4310</id>
		<title>Changes Log</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Changes_Log&amp;diff=4310"/>
		<updated>2021-06-11T14:46:54Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: Added changes 6-7-21&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Cleft of Dimensions is constantly being updated, poked, prodded, and tweaked. To keep everyone informed of the various changes, the Immortals semi-regularly post Change Notes in-game.&lt;br /&gt;
This page will copy those notes as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= 2021 Change Notes =&lt;br /&gt;
&lt;br /&gt;
== Changes 6-7-2021 ==&lt;br /&gt;
&lt;br /&gt;
* ninjas no longer have a lower chance to flee than other classes, but instead are slightly better as intended&lt;br /&gt;
* when Fling sticks a weapon into a foe, the line will be highlighted in yellow now&lt;br /&gt;
* weight limitations to wielding weapons is correct again; ALL weapons were calculated as if they had featherweight applied, and featherweight weapons were calculated as if they did not&lt;br /&gt;
* create instrument cast by immortals will now only create maximum level 100 instruments&lt;br /&gt;
* &amp;quot;foe&amp;quot; and &amp;quot;enemy&amp;quot; are now keywords to unerringly target whatever you&#039;re fighting, like how &amp;quot;self&amp;quot; is always... yourself&lt;br /&gt;
* the &amp;quot;pet&amp;quot; keyword now works with the &#039;look&#039; command too&lt;br /&gt;
* new spells &#039;drunkify&#039; and &#039;soberify&#039;, increase/decrease drunkenness by spell level/2 (within the 0-48 range)&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* &#039;mob flag&#039; now accepts &#039;behav&#039; as a keyword&lt;br /&gt;
* $B fixed... maybe???&lt;br /&gt;
* setting an exit, portal, or container&#039;s &amp;quot;key&amp;quot; to -1 allows it to be&lt;br /&gt;
locked/unlocked freely&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 5-6-2021 ==&lt;br /&gt;
&lt;br /&gt;
The following skills are now affected by damroll:&lt;br /&gt;
&lt;br /&gt;
For warriors:&lt;br /&gt;
*iaido&lt;br /&gt;
*hylian fencing&#039;s extra attacks&lt;br /&gt;
*lunge&lt;br /&gt;
*overpower&lt;br /&gt;
*smash&lt;br /&gt;
*hammerhand&lt;br /&gt;
*riposte&lt;br /&gt;
*ultra jump&lt;br /&gt;
&lt;br /&gt;
For Thieves:&lt;br /&gt;
*fling&lt;br /&gt;
*(circle and backstab already got damroll benefits)&lt;br /&gt;
&lt;br /&gt;
For Knights:&lt;br /&gt;
*soulblade (both versions)&lt;br /&gt;
*retort&lt;br /&gt;
&lt;br /&gt;
For Dancers:&lt;br /&gt;
*dance (when used offensively)&lt;br /&gt;
*Self-hits from polka polka, masochism tango, or other sources of confusion, will now factor in the victim&#039;s own damroll, which generally makes these status affects more dangerous!&lt;br /&gt;
&lt;br /&gt;
For people hanging on to weird skills:&lt;br /&gt;
*aurablast&lt;br /&gt;
*cadenza&lt;br /&gt;
&lt;br /&gt;
Since the damage from these skills is nominally based on your weapon attacks, this will bring them more in line with expectations at high levels.&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 5-5-2021 ==&lt;br /&gt;
&lt;br /&gt;
*mystic weapons were not working correctly&lt;br /&gt;
*attempting to send a tell while &#039;deaf&#039; gives a more sensical error message&lt;br /&gt;
*&#039;moreviolence&#039; is now a synonym for &#039;lessviolence&#039;&lt;br /&gt;
*your pets&#039; kills will no longer ignore your lessviolence preference&lt;br /&gt;
*healing spells wielded against the undead were double-dipping in magroll -- these will now generally do less damage if you have high magroll&lt;br /&gt;
*healing spells&#039; relationship with magroll was not subject to the normalization formula -- these will now generally do less healing if you have high magroll&lt;br /&gt;
*rejuvenate and sarcosis healing were not affected by magroll at all; now they are!&lt;br /&gt;
*flare star&#039;s afterdamage should no longer hit otherwise-unattackable mobs&lt;br /&gt;
*fixed a bug where items would stop decaying... maybe&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
* New rset field &amp;quot;reset&amp;quot;&lt;br /&gt;
   Takes one of two arguments &amp;quot;room&amp;quot; and &amp;quot;area&amp;quot;&lt;br /&gt;
   &#039;mob rset reset room&#039; resets the room that the mob is currently in.&lt;br /&gt;
   &#039;mob rset reset area&#039; resets the area of the room the mob is currently in.&lt;br /&gt;
&lt;br /&gt;
-Ozlynn&lt;br /&gt;
&lt;br /&gt;
==Changes 5-3-2021 ==&lt;br /&gt;
&lt;br /&gt;
*Comet Punch Fluff&lt;br /&gt;
Comet punch now factors in strength, dexterity, hitroll and damroll. This is gated by a requirement that strength and dexterity are at 16 or higher.&lt;br /&gt;
   * Hitroll slightly boosts the chance for the first punch&lt;br /&gt;
   * Dexterity and hitroll slightly boosts the chance for additional hits&lt;br /&gt;
   * Strength and damroll have a chance to give bonuses to damage&lt;br /&gt;
   * Dexterity and hitroll determines the chances of the strength/damroll damage bonus.&lt;br /&gt;
   * Successful bonuses are indicated by an all-caps message.&lt;br /&gt;
 &lt;br /&gt;
*Double Image Fluff &lt;br /&gt;
Double now factors in dexterity and speed(EG haste, slow, fast, frenzy).&lt;br /&gt;
   * Skill success slightly increases with a dexterity of 16 or higher (higher dexterity = higher chance bonus)&lt;br /&gt;
   * Skill success slightly increases with speed affects (and they stack) (Fast, Frenzy, Haste)&lt;br /&gt;
   * Skill success slightly diminishes with Slow (still offset by other speed affects and dexterity)&lt;br /&gt;
    * Chance of the double being the target is slightly boosted by dexterity, if it&#039;s 16 or higher&lt;br /&gt;
   * Chance of double remaining after having been the target is slightly boosted by dexterity, if its 16 or higher&lt;br /&gt;
&lt;br /&gt;
*Bloodsuck doesn&#039;t work on players for now because it&#039;s crashy.&lt;br /&gt;
&lt;br /&gt;
--Ozlynn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 5-1-2021 ==&lt;br /&gt;
&lt;br /&gt;
*Area if check&lt;br /&gt;
 EG if area $i == 1 // is $i in the immortal area? &lt;br /&gt;
*New rset arguments!&lt;br /&gt;
* Affects:&lt;br /&gt;
    brainstorm&lt;br /&gt;
    consecrate or consecrate_neutral&lt;br /&gt;
    consecrate_good&lt;br /&gt;
    consecrate_evil&lt;br /&gt;
    quicksand&lt;br /&gt;
    hprain&lt;br /&gt;
    sunstroke&lt;br /&gt;
    timewarp&lt;br /&gt;
    timestop&lt;br /&gt;
    meteo&lt;br /&gt;
    grease&lt;br /&gt;
    skylight&lt;br /&gt;
* save&lt;br /&gt;
    EG mob rset save&lt;br /&gt;
    flags the area of the mobs room as changed and then runs &#039;asave changed&#039;&lt;br /&gt;
    useful for saving rset room descs etc&lt;br /&gt;
&lt;br /&gt;
--Ozlynn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 4-25-21 ==&lt;br /&gt;
&lt;br /&gt;
*objects which are not necessarily flagged decaying but still under 100 condition somehow, will reveal this information when Scan/examined now&lt;br /&gt;
*certain sociable mobs will no longer force the player to do socials, instead of doing the social themselves as originally intended (i.e. catching runaway dogs will no longer make YOU lick THEM)&lt;br /&gt;
*the Courage spell now has a lower cost, less lag, and attempts to dispel Fear&lt;br /&gt;
*fixed an issue with event items not cooling down (probably)&lt;br /&gt;
*the mogdance skill was not usable due to targeting issues&lt;br /&gt;
*&#039;Train&#039; has much less rigid syntax now&lt;br /&gt;
*oozaru will only warn you once when it&#039;s 4 pulses from wearing off&lt;br /&gt;
*removed glitch output when using bedit show in a non-housing room&lt;br /&gt;
*scrolls can be &#039;recite&#039;d from an equipment slot, if you ended up holding one somehow&lt;br /&gt;
*picking up coins from the ground no longer gives glitch output&lt;br /&gt;
*act_passive mobs&#039; hp, mana, and mv are no longer visible in combat via the tertiary window&lt;br /&gt;
*disrupting weapons (like earthy) now do slightly more damage than comparable weapon flags, to account for the lack of an associated status effect&lt;br /&gt;
*portal objects reveal their charges and flags (if any) when identified&lt;br /&gt;
*entering a portal to a player house you live in, now works when the house is private&lt;br /&gt;
*mobs with AI that are affected by Ink Blast will often take longer to find a target (effectively a 50% chance each pulse to act like they are blind)&lt;br /&gt;
*mushroomize now sometimes scrambles targeting of mobs with ai and/or assist flags (50% chance to hit a random character or mob in the room, which may be the &#039;correct&#039; target anyway, each time they try to  assist or retarget)&lt;br /&gt;
*the Pick skill will not get &#039;stuck&#039; on non-portal/container objects (e.g. &amp;quot;pick east&amp;quot; attempting to unlock an easter egg instead of the exit to the east)&lt;br /&gt;
*new mobprog ifcheck recentdam, e.g. if recentdam $n &amp;gt; 4 (returns true if $a is greater than 4, whether set by awarded xp or mob damage)&lt;br /&gt;
*turning the OOC channel off now also suppresses discord ooc messages, as intended&lt;br /&gt;
*new Bedit command &#039;sector&#039; changes roomsector for 100 gold&lt;br /&gt;
*new Bedit command &#039;indoors&#039; allows toggling of indoors room flag for 50 gold&lt;br /&gt;
 &lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 4-4-21 ==&lt;br /&gt;
&lt;br /&gt;
*the Halo spell can now start or finish a combo (light)&lt;br /&gt;
*fixed a crash bug involving gmcp&lt;br /&gt;
**probably&lt;br /&gt;
*weapon flags and procs of offhand weapons will fire now! this makes dual wield generally better&lt;br /&gt;
*the chance of screwing up a Scroll when intelligence is under 9 now DECREASES with higher wisdom instead of increasing&lt;br /&gt;
*Black Wind no longer makes Sentinel mobs flee&lt;br /&gt;
&lt;br /&gt;
*project tuna has been updated to version 1.4b!&lt;br /&gt;
**now connects to cleftofdimensions.net by default&lt;br /&gt;
**that&#039;s it, thats all that&#039;s changed&lt;br /&gt;
**get it: http://www.cleftofdimensions.net/ProjTuna_1_4b.zip&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 3-24-21 ==&lt;br /&gt;
&lt;br /&gt;
*MSSP information no longer points to mudmagic&lt;br /&gt;
*new thief characters were not getting their second weapon type selection&lt;br /&gt;
*deleting a reset now flags an area as changed (so that it &#039;asave&#039;s properly)&lt;br /&gt;
*fixed a crash bug when selling furniture in bedit&lt;br /&gt;
*the following spells can now start or finish a combospell: fire, fira, firaga, blizzard, blizzara, blizzaga, thunder, thundara, thundaga, magic missile (as energy), heat metal (fire), aura blast (as innate), star rain (randomly earth, fire, or energy to finish a combo. as the element of the last hit to begin a combo)&lt;br /&gt;
*none-innate Jutsu&#039;s chance to blind is now based on the victim&#039;s Saves, not the user&#039;s (?!)&lt;br /&gt;
*Ancient Power was applying extra combo targeting spuriously&lt;br /&gt;
*Heat Metal now uses log2 instead of log10 for its damage potential, so it will generally deal much more&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 2-15-21 ==&lt;br /&gt;
&lt;br /&gt;
*bedit now flags the &#039;source&#039; area as changed too; this was causing some houses to mysteriously disappear!&lt;br /&gt;
*fix to the spell echoes from Infravision&lt;br /&gt;
*cleared some compiler warnings&lt;br /&gt;
*improvement to Rescue AI for armor golems with Junction Health&lt;br /&gt;
*Dispel can now remove Titans/Alexanders/Alraunes Favour affects&lt;br /&gt;
*the Geomance spell has a 10% damage bonus if used with a Terraform terrain&lt;br /&gt;
*a Charged Maneater has a marginally greater chance of eating larger foes&lt;br /&gt;
*a Charged Burst, Lucent Beam, Ray, Ray of Truth, Viro Plasm, Gyro Ball, Bubblebeam, Firebreath, Gastro Acid, or Thunderbolt has a slightly higher chance to apply its status effect&lt;br /&gt;
*the Debilitate spell has been disabled until it can be bugfixed&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 1-23-21 ==&lt;br /&gt;
&lt;br /&gt;
*bedit will automatically save your changes to area files; houses shouldn&#039;t be lost in crashes anymore&lt;br /&gt;
*fixed a crash bug when attempting to log in when you are already logged in&lt;br /&gt;
*website now shows the nearly current wholist again&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS: &lt;br /&gt;
*MAX_CALL_LEVEL errors now reveal mob and prog vnums in the log&lt;br /&gt;
*several html files that the game creates should be created in the correct directories again&lt;br /&gt;
*core dumps are back...?&lt;br /&gt;
 &lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 1-1-21 ==&lt;br /&gt;
&lt;br /&gt;
* updated borg for compatibility with Discord Gateway v8 API&lt;br /&gt;
* salient characters eventually see the MOTD when they log in&lt;br /&gt;
* on character creation, Protuna users get shown art when choosing weapons&lt;br /&gt;
* %d in prompts interacts correctly with commands like &amp;quot;climb tree&amp;quot;&lt;br /&gt;
* fixed an area reset timing bug&lt;br /&gt;
* fixed a rare game-freezing bug involving Discord&lt;br /&gt;
&lt;br /&gt;
For builders:&lt;br /&gt;
* fixed incorrect interpretation of flags on &#039;mob asset&#039; and &#039;mob award&#039;&lt;br /&gt;
&lt;br /&gt;
-MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= 2020 Change Notes =&lt;br /&gt;
&lt;br /&gt;
== Changes 11-7-20 ==&lt;br /&gt;
&lt;br /&gt;
* the five remort races are now available to new characters&lt;br /&gt;
* linkdead players should no longer interfere with area repop&lt;br /&gt;
* dancers can now &#039;dance&#039;&lt;br /&gt;
* Polka Polka moved from level 1 to level 3&lt;br /&gt;
* moogle qspell &#039;dance&#039; renamed &#039;mogdance&#039;&lt;br /&gt;
&lt;br /&gt;
For Builders:&lt;br /&gt;
* some sociable non-humanoids respond to socials based on race&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
== Changes 11-4-20 ==&lt;br /&gt;
&lt;br /&gt;
*  fixed a quest bug in faron woods&lt;br /&gt;
*  the %r prompt option should work correctly in dark rooms if you have infrared or darkvision now&lt;br /&gt;
*  more bugfixes in bedit&lt;br /&gt;
*  armcannons won&#039;t get WORSE at levelup anymore&lt;br /&gt;
*  google analytics added to the wiki... we are watching u :)&lt;br /&gt;
*  bugfix to the &#039;delete&#039; command&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
*  new behav flag &#039;broke&#039; wipes a mob&#039;s gold and silver when it spawns&lt;br /&gt;
&lt;br /&gt;
SIDENOTE: As with most other MUDs, data to or from this game may be sent&lt;br /&gt;
unencrypted or &#039;in the clear&#039;, and would be visible to anyone inclined to snoop &lt;br /&gt;
on your network traffic. This includes your password! As a general security &lt;br /&gt;
practice, don&#039;t use the same password for your Cleft of Dimensions character as &lt;br /&gt;
you use for other accounts or websites, as the connection is not inherently very &lt;br /&gt;
secure.&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 9-30-20 ==&lt;br /&gt;
&lt;br /&gt;
* you can now group with players of any level&lt;br /&gt;
* for XP gain, a group&#039;s effective level is based on its highest member&lt;br /&gt;
* increased the XP bonuses for the first 10 levels&lt;br /&gt;
* three attempts are given to input password before disconnect&lt;br /&gt;
* a player&#039;s scroll setting persists on remort&lt;br /&gt;
* Discord chat sync experiences fewer interruptions&lt;br /&gt;
* Gem Missile has more extreme variation in damage&lt;br /&gt;
* slight reskin to Darkside&lt;br /&gt;
* fixed a bug that prevented lessviolent treasure chests from decaying&lt;br /&gt;
* fixed a bug where pageless mode broke the replay command&lt;br /&gt;
&lt;br /&gt;
For Mudlet-Protuna:&lt;br /&gt;
* new characters get a different prompt and also autosort&lt;br /&gt;
* it is no longer necessary to input your character name twice&lt;br /&gt;
* non-compact mode works&lt;br /&gt;
&lt;br /&gt;
For builders:&lt;br /&gt;
* gcall command for executing call progs on groups of targets&lt;br /&gt;
&lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
== Changes 9-21-20 ==&lt;br /&gt;
&lt;br /&gt;
* the &#039;delete&#039; command now requires your password to confirm deletion&lt;br /&gt;
* LOTS of tweaks and fixes to bedit&lt;br /&gt;
* new area flag &#039;no_housing&#039; disables housing in that area&lt;br /&gt;
* BUILDERS: please apply this to areas you don&#039;t want houses in!&lt;br /&gt;
* new area flag &#039;restricted_housing&#039;... does nothing yet&lt;br /&gt;
* MANY areas have had their security raised to 9... as a practical effect for players, this will make cleft rift both more spicy and more reliable&lt;br /&gt;
* brains once again decay properly&lt;br /&gt;
 &lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 9-4-20 ==&lt;br /&gt;
&lt;br /&gt;
* weapons will reveal their type even if unidentified when &#039;examine&#039;d&lt;br /&gt;
* fixed an issue where MUD output would be sent to the tertiary protuna window during character creation&lt;br /&gt;
* new spell for use in the ancient cave (not for players or normal mobs really)&lt;br /&gt;
* autosorted items are sorted by type alphabetically instead of basically random&lt;br /&gt;
* formatting for an autosorted inventory is a little prettier&lt;br /&gt;
* fixed bad output when failing to loot unique items from a container&lt;br /&gt;
* new &#039;BEdit&#039; olc mode added; access limited while in testing&lt;br /&gt;
* you can enter a room with an owner set, as long as it&#039;s not also flagged private&lt;br /&gt;
* but, you can no longer enter a room set to private unless you&#039;re on the owner list&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 8-30-20 ==&lt;br /&gt;
&lt;br /&gt;
* players get more base MV but gain less MV/level. Same final MV at lvl 100.&lt;br /&gt;
* added festival channel for communication during festivals&lt;br /&gt;
* XP is gained by both parties when a presence activates&lt;br /&gt;
* the message replay buffer persists even if you logout&lt;br /&gt;
* a wider range of actions appear in the message backlog&lt;br /&gt;
* various fixes to Mudlet-Protuna&lt;br /&gt;
* infowrite shows up in chathistory&lt;br /&gt;
* &#039;dance&#039; is a context-dependent synonym for &#039;cast&#039; or &#039;emote&#039; for dancers&lt;br /&gt;
* fixed a Discord desync issue&lt;br /&gt;
&lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 6-29-20 ==&lt;br /&gt;
&lt;br /&gt;
* a &#039;Project Tuna&#039; package has been written for Mudlet. Connect to CoD via Mudlet to get it automatically.&lt;br /&gt;
* presence command added, allowing custom scripts to be run when you&#039;re AFK or linkdead. &#039;Help presence&#039; for details. &#039;Talk&#039; to any players you meet!&lt;br /&gt;
* autoreplay mode added: toggle it to replay tells on return from AFK&lt;br /&gt;
* notification of missed tells is shown on return from linkdead, not just afk&lt;br /&gt;
* players of &#039;salient&#039; users stay present in the world indefinitely&lt;br /&gt;
* every player on the wholist is now physically present in the Cleft&lt;br /&gt;
* linkdead players in combat will attempt to flee if recall fails&lt;br /&gt;
* lessviolence mode added: toggle it to alter gibs and corpses&lt;br /&gt;
* physical skills such as dirt kicking no longer trigger runic&lt;br /&gt;
* logging off while affectted by Zombify probably no longer crashes the game&lt;br /&gt;
* Gastro Acid no longer make Reploids infinitely hungry&lt;br /&gt;
* forced actions no longer break afk (e.g., forced saves before copyovers)&lt;br /&gt;
&lt;br /&gt;
For builders:&lt;br /&gt;
* &#039;discordutil salience&#039; to specify salient users&lt;br /&gt;
* mpedit reports when an edited mobprog affects an event item&lt;br /&gt;
* &#039;if enchant $o &amp;gt; 0&#039; ifcheck works&lt;br /&gt;
&lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 6-18-20 ==&lt;br /&gt;
&lt;br /&gt;
* Grapevine webclient now shows hp/mp/mv gauges&lt;br /&gt;
* auto-logout timer reduced from 7 days to 3 days&lt;br /&gt;
* fixed a bug where NPC groupmates in vehicles could cause crashes&lt;br /&gt;
* fixed a bug where logging off while mushroomized crashed the game&lt;br /&gt;
* fixed a bug where Discord usernames got affixed with strings of numbers&lt;br /&gt;
* fixed a bug where counterattacking area attacks could crash the game&lt;br /&gt;
* power surge now affects only only offensive and defensive spells&lt;br /&gt;
* the &amp;quot;you are here&amp;quot; map indicator no longer ignores brief mode&lt;br /&gt;
* new commands for desc editor: .sc, .la, &amp;amp; .lz. See .h for details&lt;br /&gt;
&lt;br /&gt;
For builders:&lt;br /&gt;
* rooms and furniture with 0% regeneration entirely prevent regeneration&lt;br /&gt;
* infowrite shows up in chathistory&lt;br /&gt;
* added festival channel&lt;br /&gt;
&lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= 2019 Change Notes=&lt;br /&gt;
&lt;br /&gt;
== Changes 12-29-19 ==&lt;br /&gt;
&lt;br /&gt;
* Discord usernames containing spaces translate to correct CoD playernames&lt;br /&gt;
* nochan and quiet affect yell and shout&lt;br /&gt;
* auto-quit timeout length is prorated by character level&lt;br /&gt;
* fixed a bug where multiple effects elapsing all at once caused weird output&lt;br /&gt;
* music channels are now synchronized between CoD and Discord&lt;br /&gt;
* nofollow now requires confirmation&lt;br /&gt;
* nofollow no longer stops ungrouped NPCs from following you&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 12-18-19 ==&lt;br /&gt;
&lt;br /&gt;
* New Areas:&lt;br /&gt;
* Gringey City, 16-20 is now linked and available. It is technically the first link to Shadmire&#039;s mainland. Hooray! You&#039;ll need to find a boat there. Look for passage from some of the islands near to it. (check the atlas!)&lt;br /&gt;
* Milky Well, 16-20 is now linked and available. It should be pretty straight forward to find once you find Gringey City.&lt;br /&gt;
* we know the links to these areas outlevel the intended area range for the areas. Shadmire is highly a work in progress, please bear with us :)!&lt;br /&gt;
 &lt;br /&gt;
* Area changes:&lt;br /&gt;
* Pinata Grove: Drop rates for gems has increased (exchange rates are the same).&lt;br /&gt;
* There is now a more interesting reward available for turn in after completing all three reward tiers in the Pinata and Friends Reward Program, including a small change to the original rewards tiers.&lt;br /&gt;
* Goreomemu Swamp: The Bog Witch&#039;s rotting lair of frustrating maze-death has seena significant overhaul, including but not limited to, increased amounts of and more interesting item drops, wealthier mobs, more experience gains, more fantastic attractions and quests, more interactive NPCs, more locations to find, more environmental consistency, and more straightforward hints about how to handle the wasteland. &lt;br /&gt;
* The area was also increased in level range entirely from 61-70 to 71-75, and all mobs and bosses were made MUCH more difficult to balance out all these pleasant-sounding additions. Bring plenty of potions and come on by!&lt;br /&gt;
&lt;br /&gt;
* World:&lt;br /&gt;
* Pinata Grove is no longer accessible via Oreyndur Forest. Its location has been moved more appropriately to Shadmire.&lt;br /&gt;
 &lt;br /&gt;
* Item changes:&lt;br /&gt;
* Piece of Heart, Piece of Mind, and (new!) Piece of Velocity items are all automated and limited to four exchanges per type, per life (16 pieces of each). Some older pieces may not work correctly. Please ask for an Immortal&#039;s assistance if this comes up. If you&#039;ve already made exchanges this life and intend to cap out, please let an Immortal know so we can properly qflag you. (I already wrote a note about this, it&#039;s just a recap, thanks.)&lt;br /&gt;
&lt;br /&gt;
* !!! Weapons en masse have been tweaked.&lt;br /&gt;
* Weapons will now more be more predictable in whether or not they will be good and more consistent in their damage based on their level. Shop weapons in regular towns are all more or less slightly worse than similarly leveled weapons  from quests or drops. Weapons increase in their overall average damage as levels increase in a more reliable fashion. Some weapons that were meant to be terrible are still terrible.&lt;br /&gt;
 &lt;br /&gt;
* A very large amount of weapons have been added to the game in low level ranges. There are plans to continue to add weapons where there are gaps in all level ranges but it takes awhile so I&#039;m taking a small break.&lt;br /&gt;
 &lt;br /&gt;
* Not proficient in short slashing? There are now (LEGENDARY) level 1 weapons for each weapon class! The mobs that are capable of dropping them have broadened. The drop rate was slightly increased to accommodate the fact that  there is now a roulette of weapon types to roll through before you&#039;re able to get one you can actually use.&lt;br /&gt;
 &lt;br /&gt;
* All weapons are candidates for having been altered. This includes increases or reductions in their damdice as well as alterations of stats. Many weapons in the level 30-40ish range were buffed significantly, this was one of the largest problem areas. Of particular note, the Truce Army Knife was very substantially buffed.&lt;br /&gt;
&lt;br /&gt;
* Some weapon shop changes have occurred:&lt;br /&gt;
*  - Alfador Isle weapons were increased from level 30 to 35 and buffed accordingly&lt;br /&gt;
*  - Tonoe weapons are now the &#039;level 30&#039; weapons and were buffed because they were far too weak, even for shop weapons(this is reflected on the wiki so feel free to continue to send newbies over there for this information)&lt;br /&gt;
 &lt;br /&gt;
Note enchanted weapons would not have rolled over to the new stats. If you have very hard or impossible to get enchanted weapons that haven&#039;t updated, it would not be unreasonable to ask for me (cooper) to help you out. &lt;br /&gt;
However, please restrict it to your items that can no longer be obtained, are highly altered, or are restrung or otherwise not as simple to replace as finding and enchanting a new one. &lt;br /&gt;
I understand it is inconvenient to feel like you need to replace your weapons because now their damage is (MIGHT BE) higher, but I don&#039;t think I have the patience to help set 30 people&#039;s 30 different weapons each.&lt;br /&gt;
&lt;br /&gt;
- Cooper&lt;br /&gt;
&lt;br /&gt;
== Changes 12-2-19 ==&lt;br /&gt;
&lt;br /&gt;
* the wholist on cleftofdimensions.net works over HTTPS&lt;br /&gt;
* &#039;exits&#039; no longer reveals room titles for certain mazelike rooms&lt;br /&gt;
* when max HP/MP/MV mods wear off, current stats immediately adjust&lt;br /&gt;
* fixed a bug where pets could sometimes go into trance&lt;br /&gt;
* Lava Wave&#039;s smolder DoT is applied correctly&lt;br /&gt;
* on Discord, certain important messages are augmented with chickens&lt;br /&gt;
&lt;br /&gt;
For builders:&lt;br /&gt;
* questquery is able to show more output&lt;br /&gt;
* &#039;mob skill&#039; no longer works with passive skills&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
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== Changes 11-29-19 ==&lt;br /&gt;
&lt;br /&gt;
* typing &#039;areas&#039; below level 6 shouldn&#039;t show you ALL the areas (unless you want it to, then do &#039;areas all&#039;)&lt;br /&gt;
* translated a few more OLC error messages still in spanish&lt;br /&gt;
* Earthquake now actually increases base damage when charged, and it has the cooldown it was always meant to have&lt;br /&gt;
* Belfry pets are now act2 carrynone and can carry no objects at all&lt;br /&gt;
* bugfix: Darkmatter won&#039;t cause bleeding if the caster has no blood (was: if the TARGET didn&#039;t have blood????)&lt;br /&gt;
* a few spells of other classes can now be used to set up or complete a combospell: &lt;br /&gt;
  Ray/Ray of Truth (moon), Bramble (wood), Earthquake&lt;br /&gt;
  (earth), Firebreath (fire), Tsunami (water), Blam Gush (wind),&lt;br /&gt;
  Dins Fire (fire), Solarbeam (moon), Tornado (wind), Laser Beam&lt;br /&gt;
  (moon), Darkmatter (moon), Ink Blast (moon), Pearl (moon), Orb&lt;br /&gt;
  User (fire or wind), and Jutsu (any), &lt;br /&gt;
* Some other spells would make sense to be comboable but will be harder to do... stand by&lt;br /&gt;
* Retargeting Mobs affected by Sleep should no longer scream and attack&lt;br /&gt;
* Bloodsucking mobs will not change your alignment anymore&lt;br /&gt;
* moon-innate Jutsu now deals Light damage, not Energy&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* $a and $B work as numerical arguments for even more ifchecks&lt;br /&gt;
* $a, $B, $i, $n, $q, and $z work as STRING arguments for some checks&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
== Area Changes 11-13-2019 ==&lt;br /&gt;
&lt;br /&gt;
Areas:&lt;br /&gt;
* Orbs of Escher - this area is available. The descs were written by AI and it was CoD&#039;s submission to NaMuBuMo. Enjoy!&lt;br /&gt;
 &lt;br /&gt;
Changes:&lt;br /&gt;
* It is now no longer possible for your favorite randomly appearing mobs to be found inside player houses, the atlas, the Hikari no Matsuri festival, and most inaccessible places. This includes existing ones and any future ones for all events and purposes.&lt;br /&gt;
* The undead/zombie/vampire status of mobs has been tinkered with. Any previously damageable-by-healing mobs that lack the &amp;quot;zombie&amp;quot; tag are HIGHLY LIKELY still damage-with-healing-able so don&#039;t worry, it is all an aesthetic change. HOWEVER many not-previously-zombies will become damage-with-healing-able if they appear undead (skeletons, ghosts). additionally, vampires should typically not be damage-with-healing-able.&lt;br /&gt;
* Probably other stuff has happened I don&#039;t remember&lt;br /&gt;
 &lt;br /&gt;
love, cooper&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
== Changes 11-10-2019 ==&lt;br /&gt;
&lt;br /&gt;
* new skill: rebuke - applies Fear to an undead enemy with a high chance may also apply confuse or burn at high skill levels&lt;br /&gt;
* Priests get rebuke at level 15&lt;br /&gt;
* new toggle command &#039;niceguy&#039; -- while niceguy mode is on, mobs affected by Fear will not attempt to run away from you (off by default)&lt;br /&gt;
* new spell Belfry - summons a flock of doves, flock of pigeons, or cloud of bats, based on the caster&#039;s alignment. the conjured flock can dodge, block, and even phalanx, but has mediocre hit points&lt;br /&gt;
* Priests get Belfry at level 17&lt;br /&gt;
* new spell Miracle Saber - applies Holy or Unholy to a weapon based on caster&#039;s alignment&lt;br /&gt;
  ** i realized after the fact that this is just a better Crusader Saber so stand by for this to get changed lmfao&lt;br /&gt;
* Priests get Miracle Saber at level 20&lt;br /&gt;
* new skill anoint - use liquid in a container to apply a Saves and Magroll buff to a target. using certain alignment-dependend liquids quintruples the duration of the buff&lt;br /&gt;
* priests get anoint at level 23&lt;br /&gt;
* Sacrificing in Consecrated rooms is massively simplified&lt;br /&gt;
* Mend and Vitalize restore 33% more HP to other characters if they have similar alignments&lt;br /&gt;
* Priests (and only priests) can choose their alignment at creation now (blank line bug fixed next copyover - just hit enter an extra time)&lt;br /&gt;
 &lt;br /&gt;
-Bea&lt;br /&gt;
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&lt;br /&gt;
== Changes 11-9-2019 ==&lt;br /&gt;
&lt;br /&gt;
* %a prompt option gives numerical alignment below level 10, not just good/neutral/evil&lt;br /&gt;
* new prompt option %E to spam yourself with your affects list&lt;br /&gt;
* priests get Attack Up at level 2&lt;br /&gt;
* priests get Smite at level 3&lt;br /&gt;
** Smite&#039;s damage adjusted significantly: ranges from 37.5 to 187.5% of a first-tier spell depending on caster HP (+/-50%, inverse correlation) and enemy HP (+/-25%, normal correlation)&lt;br /&gt;
* priests get Bless at level 4&lt;br /&gt;
* mana cost increased to 10&lt;br /&gt;
* priests get Purify at level 5&lt;br /&gt;
* Purify mana cost dropped to 10, lag decreased to 6&lt;br /&gt;
* priests get Curse at level 6&lt;br /&gt;
* Curse no longer worsens skills - AFF_CURSE *flag* still worsens skills.. but is no longer applied by this spell&lt;br /&gt;
* Curse armor penalty now scales with level  (30 + level/3)&lt;br /&gt;
* priests get Barrier at level 7&lt;br /&gt;
* Barrier&#039;s duration enhanced dramatically, mana cost increased a LOT&lt;br /&gt;
* priests get Heal Blind at level 9&lt;br /&gt;
* Heal Blind mana cost dropped to 10, lag decreased to 6&lt;br /&gt;
* priests get Ray at level 10&lt;br /&gt;
* Attack Up, Curse, and Barrier can be charged to improve their duration. Bless can be charged to improve its duration AND its ability to uncurse equipment. Heal Blind and Purify can be charged to improve their chance to dispel the negative affect. Smite and Ray can be charged to improve their damage by 50%.&lt;br /&gt;
* ALL form: undead mobs are vulnerable to healing spells, even if they don&#039;t have a (Zombie) tag. For reasons of lore and balance, vampires do not count as undead&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* mobs csv dump includes aff, shield, and form data&lt;br /&gt;
* Please update your vampire NPCs to not have the Undead form flag&lt;br /&gt;
&lt;br /&gt;
Priest from levels 11-30 is wonky at the moment. Pardon our dust!&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
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&lt;br /&gt;
== Changes 10-31-2019 ==&lt;br /&gt;
&lt;br /&gt;
* esuna now works on dirt kick, miasma, and dazzle&lt;br /&gt;
* the smash skill now ignores the defend status :0&lt;br /&gt;
* blind, dazzle, and dirt kick improved to -25 hitroll (abt 50% to hit)&lt;br /&gt;
* ration now grants a net improvement to foods&#039; spell levels, with high skill% in ration (i.e. @ 100%, lv100 -&amp;gt; 83 + 83!!!)&lt;br /&gt;
* lunge lag improved to 24&lt;br /&gt;
* counterspell should no longer attempt to fire at invalid targets&lt;br /&gt;
* comet punch damage improved 25%&lt;br /&gt;
* geomancers now get Overgrowth and Bramble at level 1&lt;br /&gt;
* instead, they don&#039;t get Banana Bomb until level 4&lt;br /&gt;
* earthy/Stone Saber&#039;d weapons do 33% more extra damage than the other elemental sabers, to compensate for the lack of a status affect&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* mob goto, at, transfer, gtransfer, and otransfer will now work on object targets if the object is in an inventory or container&lt;br /&gt;
* area flag &#039;norandoport&#039; which prevents &#039;random&#039; or &#039;buggy&#039; portals from sending mobs or players to the entire area&lt;br /&gt;
&lt;br /&gt;
Opaaaaaaaaaaa&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 10-27-2019 ==&lt;br /&gt;
&lt;br /&gt;
* syphon should no longer &amp;quot;drain&amp;quot; &amp;quot;negative&amp;quot; amounts&lt;br /&gt;
* blue magic + bloodsuck should no longer mess up killcount&lt;br /&gt;
* fixed a crash bug with the $h variable&lt;br /&gt;
* lag on cultivate skill reduced to 16&lt;br /&gt;
* fixed typo when extension is cast on others but fails&lt;br /&gt;
* phalanx-blocked hits will set up the blocker for retort (and hylian fencing specials), instead of the person being protected&lt;br /&gt;
* vigilance should actually work now - it&#039;s done the opposite of what its supposed to, the entire time?...oops&lt;br /&gt;
* retort should skill up much easier now&lt;br /&gt;
* renewed the domain registration for cleftofdimensions.net sorry i let that lapse, it was supposed to be on autopay but my credit card expired since the last charge lmfao&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
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== Changes 10-5-2019 ==&lt;br /&gt;
&lt;br /&gt;
* fixed a bug involving showing a world map to a char not actually in a room&lt;br /&gt;
* boogie fever will no longer spread certain affects that have a &#039;secondary type&#039;, like counterspell or blue magic&lt;br /&gt;
* Glowing items are now visible on the floor of dark rooms&lt;br /&gt;
* vehicles with headlight capability are always visible, both in rooms and in inventories&lt;br /&gt;
* anti-wizard items are correctly forbidden to 4th gen wizards&lt;br /&gt;
* %G prompt option shows group information as numbers (like &#039;group&#039;)&lt;br /&gt;
* %1 prompt option like %G but shows enemy info also (like &#039;group2&#039;)&lt;br /&gt;
* auxillaryalt mode shows enemy data (like %1 or group2)&lt;br /&gt;
** neither of the ones that show enemy data, will show MP, if you haven&#039;t got detect magic (like normal tuna mode)&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* Cleaned up a couple OLC error messages&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
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== Changes 9-14-2019 ==&lt;br /&gt;
&lt;br /&gt;
* players automatically go AFK when idle instead of going to the void&lt;br /&gt;
* players who have been AFK for more than a week are disconnected&lt;br /&gt;
* players who have not logged in for more than a week are delisted from the wholist, even if they&#039;re active on Discord&lt;br /&gt;
* when a player logs on or reconnects, that player&#039;s alts disconnect&lt;br /&gt;
* pose command added for long-term emoting&lt;br /&gt;
* &#039;look self&#039; shows your pose, if applicable&lt;br /&gt;
* area list sorted (thanks Ademisk)&lt;br /&gt;
* when abbreviating commands, most communication commands (e.g., reply) outprioritze info commands (e.g., resist) &amp;amp; config commands (e.g., remove)&lt;br /&gt;
* trance duration no longer easily stacked, but base duration slightly longer&lt;br /&gt;
&lt;br /&gt;
For builders:&lt;br /&gt;
* &#039;discordutil cleanup&#039; to unlink invalid (e.g., deleted) players from users&lt;br /&gt;
* AFK shows up on mstat&lt;br /&gt;
* we&#039;re finally subject to the same afk/idle rules as everybody else!&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
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== Changes 9-7-2019 ==&lt;br /&gt;
&lt;br /&gt;
* wholist incorporates linkdead and Discord-based players&lt;br /&gt;
* wholist formatting changes (races colored by innate not sex, idle indicator)&lt;br /&gt;
* in CoD chat, Discord users have their names synced with their CoD playernames&lt;br /&gt;
* Jinx interacts with Esuna and outputs appropriately when it wears off&lt;br /&gt;
* power surge now only affects offensive or defensive spells, but not spells that are neither (looking at you, Cleft Rift and etc).&lt;br /&gt;
* Tier 4 wizard spells interact correctly with runic, Sabotage, and magroll&lt;br /&gt;
* burn&#039;s attack down brought in-line with the Attack Down spell&lt;br /&gt;
* fixed leaking color from Osmosis&lt;br /&gt;
* fixed leaking absence of color from disarm&lt;br /&gt;
* pbust can no longer be used by NPCs&lt;br /&gt;
* the prompt argument %t, which showed your pet&#039;s race, has been removed&lt;br /&gt;
&lt;br /&gt;
For builders:&lt;br /&gt;
* discordutil command to manage Discord integration&lt;br /&gt;
* {@ and {# have been discontinued (use {$ if you require flashing colors)&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
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== Changes 8-22-2019 ==&lt;br /&gt;
&lt;br /&gt;
* fixed a bug involving update_always mobs with ai_retargeting getting extra combat rounds when bashed/tripped&lt;br /&gt;
* you can&#039;t Sneak past the wind stone&#039;s barrier anymore&lt;br /&gt;
* updated elemental colors in &#039;score&#039; to match new wiz spells&lt;br /&gt;
* added color codes to damage in: earthquake, magic missile, halo, solarbeam, tsunami, bramble, dins fire, quezacotl&#039;s wrath, fumes, tornado, darkmatter, pearl, ink blast, cadenza, fulgor burst, laser beam, blam gush, surf, firebreath, and also anything that goes through damage_next()!!!! as these skills/spells are in fact also polarity-reversible.&lt;br /&gt;
  * I couldn&#039;t do star rain yet as spako_msg does not get the spell&#039;s actual damtype, just the skill# and dam amount&lt;br /&gt;
* hp drain uses {rdark red now, mp drain uses {bdark blue&lt;br /&gt;
* quartz guard deals earth damage now, not slash&lt;br /&gt;
* thorn aegis deals wood damage, not piercing anymore&lt;br /&gt;
  * hailstone barrier already dealt cold and not bash lmao&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* at your convenience, please update $a damage colors in your areas to comply with the updated &#039;help damage colors&#039;.  or, if you switch these progs to use damechos instead, you won&#039;t have to worry if the colors change, as &#039;mob damecho&#039; has been forcibly made compliant on the back end!!! :)&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
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== Changes 8-21-2019 ==&lt;br /&gt;
&lt;br /&gt;
* the wizard class has been superseded. New characters choosing wizard will create 4th-generation wizards instead of 3rd-generation wizards and will be able to evolve into Archmages or Elementalists. Check helpfiles for details.&lt;br /&gt;
* Existing wizards should be minimally affected by this change.&lt;br /&gt;
* Jumi cores have been reverted to occupy the neck slot. This change is retroactive to existing Jumis.&lt;br /&gt;
* the Jumi core now provides a full heal, esuna, and increases max HP by 33%&lt;br /&gt;
* %d option added for prompts to report most recent direction moved&lt;br /&gt;
 &lt;br /&gt;
For builders&lt;br /&gt;
* the &#039;class&#039; ifcheck now accepts partial matches. Importantly: &#039;if class $n wizard&#039; matches all of Wizard, S_Wizard, and N_Wizard.&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
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== Changes 8-18-2019 ==&lt;br /&gt;
&lt;br /&gt;
* undid that %G change, it&#039;s back now if you want it&lt;br /&gt;
* fixed a typo in piledriver&lt;br /&gt;
* &#039;scan&#039; has less misleading echo when scanning into closed doors&lt;br /&gt;
* pass door now works on hidden closed doors now&lt;br /&gt;
&lt;br /&gt;
SKILL IMPROVEMENTS:&lt;br /&gt;
* Shadow Step does the same damage u took and heals on hit now&lt;br /&gt;
* Restore Movement can be cast in combat now&lt;br /&gt;
* Jumi Aikido&#039;s super is actually usable while defending (aka sitting) now&lt;br /&gt;
* Repent only drains MOST (down to 80%) of your mv now, dependent on skill%&lt;br /&gt;
* Rabite Rainstorm&#039;s lag reduced 50%&lt;br /&gt;
* when Entangle trips, it reliably does 3 pulses of Daze now instead of 1-4&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
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== Changes 8-15-2019 ==&lt;br /&gt;
&lt;br /&gt;
* unholy weapons deal evil damage now, not dark&lt;br /&gt;
* the log no longer throws errors when players with items in their locker quit the game... maybe?&lt;br /&gt;
* the bug report about &#039;prev&#039; obj missing is back though! because i need to track down what causes/caused this&lt;br /&gt;
* more blue magic useless skills&lt;br /&gt;
* Deliver can no longer send unique items to someone if they already have one in their locker!&lt;br /&gt;
* ai_retargeting mobs now correctly aim at act2_priority mobs, not act_passive ones&lt;br /&gt;
* Saiyans become &#039;large&#039; size when transformed into an oozaru!&lt;br /&gt;
* bankers should no longer keep your exchanged money if you&#039;re over your weight limit somehow&lt;br /&gt;
* %G in prompts will no longer spam the crap out of old chars who still have it&lt;br /&gt;
* the &#039;auxillaryalt&#039; option, on by default, can be turned off to see hp numbers etc in the protuna tertiary display&lt;br /&gt;
  * if you were actually using the old style [*****] bars...  let me know please... you madman!&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* new &#039;size&#039; affect modifier... having a size less than 0 (tiny) or over 5 (giant) may have undefined behavior right now, so please be careful with this&lt;br /&gt;
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== Changes 8-12-2019 ==&lt;br /&gt;
&lt;br /&gt;
* glitz pit modified to use less cpu when players are in the area&lt;br /&gt;
* fixed small memory leak involving pc corpses&lt;br /&gt;
* fixed small memory leak involving pet corpses&lt;br /&gt;
* Bash and Trip no longer knock down targets that are immune to bashing damage&lt;br /&gt;
* fixed a bug involving non-swimming mobs attempting (and failing) to enter sector noswim rooms -- now they just dont try&lt;br /&gt;
* &#039;buy&#039; with no argument redirects to &#039;list&lt;br /&gt;
* added missing drops to hu lao gate mobs&lt;br /&gt;
* Gastro Acid strips inhale and bloodsuck effects... oops! lol!!&lt;br /&gt;
* &#039;order&#039; now passes any applicable lag to the mob&#039;s commander, but this also means that many &#039;order&#039; applications are now faster for the commander!&lt;br /&gt;
* &#039;order all&#039; will accumulate lag harmonically for each mob that gets ordered ex: ordering 5 mobs to &#039;zap&#039; a wand will now give you 12/1 + 12/2 + 12/3 + 12/4 + 12/5 = 27 beats of lag&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
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== Changes 8-10-2019 ==&lt;br /&gt;
&lt;br /&gt;
* Attack Down tells you when it failed to be cast on you&lt;br /&gt;
* area attacking mobs will area-attack every round as expected&lt;br /&gt;
* fixed a memory leak involving room and area affects!!!&lt;br /&gt;
* Flying Men disappear outside magicant again&lt;br /&gt;
* visdeath madra ice field mobs no longer cast frost veil constantly, its just permanent room affects now&lt;br /&gt;
* More CPU usage streamlining&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* &#039;dump&#039; command shows memory data to you, and dumps the obj and mob files in a much more accessible location, as  almost-correct html (104+ imm ability)&lt;br /&gt;
* &#039;mem&#039; command reports accurate number of actual affects (previously was just number of obj template affects!!) also might report accurate number of alloacated strings..?&lt;br /&gt;
* relatedly, memcheck accurately reports string creation now&lt;br /&gt;
* mobexists vnum, mobexists #.vnum, objexists vnum, and objexists #.vnum are now LIGHTNING fast to execute&lt;br /&gt;
* I have accordingly replaced most examples of mobexists (name) and objexists (name)! The remainders will be changed soon (?)&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
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== Changes 8-8-2019==&lt;br /&gt;
* Gastro Acid in the inhale/blue magic list has been switched out for Acid Rain&lt;br /&gt;
* the Bleed spell, Darkmatter, and the grizzly style super will no longer cause bleeding on characters without blood&lt;br /&gt;
* new skill &#039;retort&#039; for knights at level 10 -- see helpfile&lt;br /&gt;
* riposte doesn&#039;t apply skill% penalty twice anymore and should do more damage now if you have it at less than 100%&lt;br /&gt;
* all characters can now rescue and fallback as if they had both skills at 60%. knights and summoners will benefit from having the actual skills by performing rescues/fallbacks *reliably*.&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* IMPORTANT!!! good work yall, keep it up&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
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&lt;br /&gt;
== Changes 8-7-2019 ==&lt;br /&gt;
More CPU usage slimming...&lt;br /&gt;
&lt;br /&gt;
* get_obj_world() doesn&#039;t do pointless extra work&lt;br /&gt;
* new funcs get_obj_world_faster() and get_char_world_faster()&lt;br /&gt;
* new find_location_faster() calls the above&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* in an effort to curb CPU usage, the mob commands transfer, spawn, goto, and at, and the ifchecks mobexists and objexists, now require exact keywords!! -- police your areas if you&#039;re worried&lt;br /&gt;
* act flag AGGRESSIVE works now - should target a random PC, not more than 5 levels higher than the mob, chosen from an entire group entering the room at once - may be funky with portals&lt;br /&gt;
* objexists works with #.vnum syntax though!!!&lt;br /&gt;
* mobexists works with #.vnum syntax now too!!!!&lt;br /&gt;
&lt;br /&gt;
I&#039;m, of course, building stuff to but that&#039;s too banal to note here&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
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&lt;br /&gt;
== Changes 8-6-2019 ==&lt;br /&gt;
* Lasacul has a bar now (thanks abaril)&lt;br /&gt;
* Threshold for drunk speech lowered, because that&#039;s fun&lt;br /&gt;
* Level 108 immortals will show up in &#039;who&#039; again (nobody uses this level, you havent been missing anyone)&lt;br /&gt;
* Trimmed memory a little and cpu usage a lot&lt;br /&gt;
* Masochism Tango no longer applies pass door&lt;br /&gt;
* Dying should no longer strip affect flags applied by equipment&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* new variable $d, for random mob grouped with a player (charmie)&lt;br /&gt;
* new variable $D, for random player-attackable mob or PKable player&lt;br /&gt;
 * use this one for pets or offensive event items&lt;br /&gt;
* new variable $h, for random player or charmie! like $r but broader&lt;br /&gt;
* removed unused (but settable??) &#039;gravity&#039; from areas&lt;br /&gt;
* REMINDER: avoid using ordinal words like &#039;first&#039;, &#039;third&#039;, or the word &#039;other&#039; in obj names, as this fouls targeting.&lt;br /&gt;
  * OLC will try to warn you if you do this&lt;br /&gt;
* ANOTHER REMINDER: avoid using a name with the &#039;mobexists&#039; ifcheck, as it is very CPU-intensive. vnums are strongly preferred, especially in frequently-called progs like fight or random!!!&lt;br /&gt;
  * wiznet&#039;s memcheck now pings when this happens&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
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&lt;br /&gt;
== Changes 8-4-2019 ==&lt;br /&gt;
* Laser Beam now costs 48mp to cast&lt;br /&gt;
* For safety, Inhale no longer works on mobiles immune to Summon&lt;br /&gt;
* OK, the %e prompt thing should actually be fixed now...&lt;br /&gt;
* %e in a prompt will show closed doors now too (ugly tho)&lt;br /&gt;
* Weightless and uncounted items can be picked up, received, bought, and retrieved from lockers even at max capacity&lt;br /&gt;
* Lasacul now has a local map&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* the &#039;stat&#039; command reveals secondary types of affects when applicable&lt;br /&gt;
* FYSA: uncounted items are treated as 0 weight for most purposes. this has been the case since 2011ish, so i won&#039;t change it now, just please be aware...&lt;br /&gt;
* as requested, area exflag COLD_WEATHER, changes weather messagest&lt;br /&gt;
* after mob award exp scaled, $a can be used to echo actual xp awarded&lt;br /&gt;
* added race and damtype to the mobs csv dump&lt;br /&gt;
* added applies to the objs csv dump&lt;br /&gt;
 &lt;br /&gt;
-Bea&lt;br /&gt;
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&lt;br /&gt;
== Changes 8-3-19 ==&lt;br /&gt;
* the &#039;group&#039; command will not get intercepted by the tertiary window in project tuna anymore, so you can see your charmies&#039; exact hp and such&lt;br /&gt;
* Consecrate (any align) will prevent Haunt from manifesting lil&#039; boos&lt;br /&gt;
* Aurora, Darkmatter, and Pearl will respect always_night and always_day &lt;br /&gt;
* Warriors no longer get Defend if they don&#039;t evolve&lt;br /&gt;
* Priests get Consecrate at level 28 instead of 30&lt;br /&gt;
* Summoners get Gather at level 29 instead of 30&lt;br /&gt;
* Summoners don&#039;t get Summon, Deliver, Cleft Rift, or Guardian Force if they don&#039;t evolve&lt;br /&gt;
* Dancers won&#039;t get Read Magic, Esuna, or Dispel unless they evolve&lt;br /&gt;
* Blind mobs will not &amp;quot;scream and attacks!&amp;quot; (assist/re-engage AI) unless flagged omnisight. blind mobs should aggro less often otherwise too&lt;br /&gt;
* Heat Metal, Death Pact, Death Coil, Intimidate, Inflame, Detect Alignment, Transfusion, Abundance, Smite, Nurse, Regen, Evil Eye, Jutsu&#039;s blind, and Skeleton Crew and Resurrect&#039;s HP bonus, respect the spell&#039;s actual cast level and not the caster&#039;s character level&lt;br /&gt;
* Event-using potions, pills, and scrolls, will no longer show fake info about their nonexistent spells&#039; level&lt;br /&gt;
* the %e prompt variable now says &#039;none&#039; in rooms with no visible exits, like it was always supposed to&lt;br /&gt;
* You should no longer get &amp;quot;wears on head&amp;quot; type messages if equipment didn&#039;t actually get worn!&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* &#039;mob damecho&#039; works again&lt;br /&gt;
* greet progs will not trigger for blind mobs unless omnisight! you could already &#039;sneak&#039; past these progs so this shouldnt break anything tbh&lt;br /&gt;
* scrolls can be &#039;event objs&#039; now&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
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&lt;br /&gt;
== Changes 7-29-19 ==&lt;br /&gt;
* damroll has been reduced on some items. Details available: https://drive.google.com/open?id=1F9cqb25-ZagLjzB0vIpyYCd1Mfj0Xj0Q4MU2YQPqZ4M&lt;br /&gt;
* tier 3 (AoE) wizard spells have had their lag doubled&lt;br /&gt;
* Snowy and Nebula cost the correct amount of mana&lt;br /&gt;
* combomagic spells apply cooldown properly&lt;br /&gt;
* combomagic spells can chain into additional combomagic spells&lt;br /&gt;
 &lt;br /&gt;
Behind the scenes:&lt;br /&gt;
* string allocation limit increased from 22 MB to 34 MB&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 7-25-19 ==&lt;br /&gt;
* ALL twohanded weapons have been improved by about 25%&lt;br /&gt;
* Tweaks to the Inhale skill&lt;br /&gt;
* Kirbys receive the Inhale skill at level 25&lt;br /&gt;
* Pumpkin reduces the victim&#039;s current HP too (but isnt lethal)&lt;br /&gt;
* Pumpkin no longer works on things otherwise immune to damage&lt;br /&gt;
&lt;br /&gt;
for builders: &lt;br /&gt;
* Farore&#039;s Wind spell, like Exit but can teleport between areas&lt;br /&gt;
 &lt;br /&gt;
-Bea&lt;br /&gt;
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&lt;br /&gt;
==Changes 7-23-19==&lt;br /&gt;
* the Confuse spell is no longer a synonym for Charm, but rather for Confusion (the one that makes u hit urself)&lt;br /&gt;
* Confusion not induced by Polka Polka has a protuna status tag&lt;br /&gt;
* scarecrows may no longer enter portals&lt;br /&gt;
* sneaking through a portal shows &amp;quot;you enter suchandsuch&amp;quot; again&lt;br /&gt;
* helpfiles exist for every spell you may find on an item now&lt;br /&gt;
* jumi cores no longer fill a neck slot, but use a new &#039;core&#039; slot&lt;br /&gt;
** jumi players: contact an immortal for help fixing yourself&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* new portal flag &amp;quot;send_vehicle&amp;quot;, which does what you expect&lt;br /&gt;
* portal flag normal_exit works again (only affects echoes)&lt;br /&gt;
* jumi NPCs can also wear jumi cores with a little effort: they must &#039;mob oload 24 0 w&#039; and then oset its short desc.&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
==Changes 7-19-19==&lt;br /&gt;
* MORE tweaks to blue magic/vampire&lt;br /&gt;
* to reduce spam, blue magic affects won&#039;t show up in &#039;report affects&#039;&lt;br /&gt;
* As requested, curse will no longer affect nodestroy items&lt;br /&gt;
* Fixed a typo when none-innate Jutsu blinds the target&lt;br /&gt;
&lt;br /&gt;
For Builders:&lt;br /&gt;
* Exit and Exall triggers can take the &#039;all&#039; argument to check all 10 directions simultaneously.&lt;br /&gt;
* Hour triggers can take the &#039;all&#039; argument to execute every in-game hour, or about every minute. This may be useful for less CPU-intensive mobprogs.&lt;br /&gt;
* putting the &#039;norecharge&#039; flag on a light will make it unable to be recharged with the Phlogiston spell&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
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== Changes 7-18-19 ==&lt;br /&gt;
&lt;br /&gt;
* after combat, gained XP and gained money show up on the same line&lt;br /&gt;
* auto corpse sacrificing is hidden for new players. Unhide with &#039;silentsac&#039;&lt;br /&gt;
* runic, double, shell, and sabotage now work against multi-hit skills&lt;br /&gt;
* fixed a bug that could cause drunken groupmates to crash the game&lt;br /&gt;
* fixed a bug involving certain decayable objects never decaying&lt;br /&gt;
* when someone locks or unlocks a door, their name is capitalized correctly&lt;br /&gt;
* manashield buffed to take 150% damage instead of 200% damage&lt;br /&gt;
* manashield breaking now causes lag instead of HP damage&lt;br /&gt;
 &lt;br /&gt;
For builders:&lt;br /&gt;
* further Discord synchronization&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
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== Changes 7-14-19 ==&lt;br /&gt;
&lt;br /&gt;
* extra attacks do somewhat more damage&lt;br /&gt;
* Attack Down removes 3-7 DR instead of 8-11 DR&lt;br /&gt;
* more comprehensive Discord chat synchronization&lt;br /&gt;
* the world is now round (as far as the atlas is concerned)&lt;br /&gt;
* maximum prompt length has been doubled&lt;br /&gt;
* fixed a bug where glitches sometimes appeared within ASCII art&lt;br /&gt;
 &lt;br /&gt;
Behind the scenes:&lt;br /&gt;
* rewrote code that awarded XP (this has no observable effects)&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 7-11-19 ==&lt;br /&gt;
&lt;br /&gt;
* damroll and magroll scaling starts at 40 DR instead of 20 DR&lt;br /&gt;
   If you want to visualize what this does, transfer functions are plotted&lt;br /&gt;
   at https://www.cleftofdimensions.net/hahaha_secret/damroll20190711.png&lt;br /&gt;
   (from top to bottom, funcs are pre-6/28/19, today, and 6/28/19-7/11/19)&lt;br /&gt;
* DR, once again, no longer applies to skills &lt;br /&gt;
* Attack Up provides 3-7 DR instead of 6-11 DR&lt;br /&gt;
* %C in prompt now shows room&#039;s sector type&lt;br /&gt;
* %j, %J, %k, %K in prompt now show pet&#039;s current/max mana/moves&lt;br /&gt;
* undoubled cooldown for AoE spells if and only if user is currently a wizard&lt;br /&gt;
   (i.e., cooldowns will still be doubled for revamped wizards, once available)&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
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&lt;br /&gt;
== Area Changes 7-8-19 ==&lt;br /&gt;
&lt;br /&gt;
-AREAS-&lt;br /&gt;
*Fossil Roo is now available.&lt;br /&gt;
*McNeil Woods has had enough tweaks that I put it under this category instead of merely tweaks - including a local map.&lt;br /&gt;
 &lt;br /&gt;
-WORLD-&lt;br /&gt;
*The Warp Zone! Travel easily to places you&#039;ve already been. Check &#039;news&#039; for more info!&lt;br /&gt;
*Expellian&#039;s LONG AWAITED move has been made and it is no longer connected via a Humbolt Island pipe.&lt;br /&gt;
*Sunsnug has sent out palico scouts, highly specialized palicos that are purrfect at exploring dangerous areas and avoiding dying! Three of them are exploring the Cleft, collecting information to return to the Prowler&#039;s Association.&lt;br /&gt;
*Zigolis Swamp has current location indicators (more or less) on its local map (when using ProjTuna)!&lt;br /&gt;
*There are more dumpsters around the Cleft in towns with a small chance at a pointless easter egg when you actually use them to put junk into.&lt;br /&gt;
 &lt;br /&gt;
-TWEAKS-&lt;br /&gt;
EXP&lt;br /&gt;
*Exp gain from mobs (in regards to which mobs are halfxp, standard, xpandahalf, doublexp, and triplexp) has been tweaked in several areas and will continue to be tweaked.&lt;br /&gt;
 ** Mist Cave trash mobs have had their exp lowered to standard.&lt;br /&gt;
 ** Bosses in expellian have had their exp increased (and give additional exp on first kill.)&lt;br /&gt;
 ** Jiufen Valley has seen exp increases.&lt;br /&gt;
 ** Certain, otherwordly parts of Kakariko Village have seen exp increases.&lt;br /&gt;
DIFFICULTY&lt;br /&gt;
 ** Some Safari Zone mobs had accidentally been left in a weakened state and have since been put on proper health and fitness regiments.&lt;br /&gt;
 ** The physical fitness hiring standards for ShinRa guards have been SLIGHTLY reduced.&lt;br /&gt;
 ** Malakian Monks and Rafalian Priestesses will no longer stand idly by while you murder their brethren (sometimes?).&lt;br /&gt;
   *** They are also both ever so slightly more dangerous in general.&lt;br /&gt;
 ** War Witches have been tweaked in a way that may cause them to be more or less dangerous, maybe.&lt;br /&gt;
REWARDS/QUESTS&lt;br /&gt;
 ** The Veldt has more to do and has been tweaked minorly.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
== Changes 7-7-19 ==&lt;br /&gt;
&lt;br /&gt;
* All evolved summoners get Guardian Force at level 55&lt;br /&gt;
* Warrior styles&#039; hit/dam changes apply AFTER equipment/affects&lt;br /&gt;
* New prompt variable %I for current day of the week&lt;br /&gt;
* You have to type &#039;nofollow&#039; competely to turn it on &lt;br /&gt;
* &amp;quot;players today&amp;quot; should reset every 24hrs(ish)&lt;br /&gt;
* continued tweaks to Vampire and blue magic&lt;br /&gt;
* trip does a minimum of 1 damage&lt;br /&gt;
* overpower does a minimum of 1 damage&lt;br /&gt;
* esuna and dispel no longer refer to your character in the third person if you cast them on yourself&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* Putting ^^ at the beginning of a &#039;quests&#039; list will make that quest invisible instead of dark while it&#039;s incomplete&lt;br /&gt;
* Helpfiles are created with the name &#039;temphelp&#039; by default now&lt;br /&gt;
* mob rset now accepts &#039;xpos&#039; and &#039;ypos&#039; commands&lt;br /&gt;
* mob mset no longer accepts &#039;wealth&#039; command&lt;br /&gt;
* mobs have innate that can be set in medit&lt;br /&gt;
** this will affect spells like conjure elemental, cadenza, jutsu, give bonuses to wizard spells, etc.&lt;br /&gt;
*** it will NOT automatically set any resists/vulns&lt;br /&gt;
*** the random_innate behavior will overwrite this on the mob&#039;s template AND set appropriate resist/vulns like it&#039;s always done&lt;br /&gt;
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-Bea&lt;br /&gt;
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== Changes 7-5-19 ==&lt;br /&gt;
&lt;br /&gt;
* wily&#039;s lab has been revisited and the non-boss mobs are a bit harder&lt;br /&gt;
** there is also a wider selection of mobs now&lt;br /&gt;
* melt_drop items in a dropped container will melt appropriately&lt;br /&gt;
* melt_drop containers will no longer nuke everything in them when dropped&lt;br /&gt;
* the Guardian Force spell finds a target more reliably&lt;br /&gt;
* &#039;blue magic&#039; skill added for vampires -- currently a bit buggy&lt;br /&gt;
* Inflame will hurt people not in the same room as the caster&lt;br /&gt;
* mobs can no longer flee, mob flee, nor doppelganger through NO_MOB exits&lt;br /&gt;
* mobs can no longer be compelled through NO_MOB exits with gravity well,   maelstrom, or brainbuster&lt;br /&gt;
* mobs can no longer Blink through NO_MOB exits&lt;br /&gt;
* the &#039;evolve&#039; command uses witch/warlock and diva/impresario correctly&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS&lt;br /&gt;
* the &#039;damtype&#039; mobprog trigger should now accept &#039;all&#039;&lt;br /&gt;
* the &#039;draining&#039; damtype was erroneously still called &#039;disease&#039; in medit&lt;br /&gt;
* new mobprog variables $c and $C for the character $q is fighting&lt;br /&gt;
-Bea&lt;br /&gt;
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&lt;br /&gt;
== Changes 7-3-19 ==&lt;br /&gt;
&lt;br /&gt;
* Discord chat integration handles pictures and mentions better&lt;br /&gt;
* DoTs and delayed attacks only provoke aggression when victim sees player&lt;br /&gt;
* DoTs and delayed attacks don&#039;t inappropriately break invisibility&lt;br /&gt;
* Protuna tertiary panel draws a fork and spoon when you&#039;re hungry/thirsty&lt;br /&gt;
* minor cosmetic updates to Protuna tertiary panel time and weather display&lt;br /&gt;
* counterspell works differently&lt;br /&gt;
* doubled cooldown on Wizard AoE spells&lt;br /&gt;
* slightly weakened Tractor Beam&lt;br /&gt;
* manashield, goldshield, and roadblock skill% can increase, impact efficacy&lt;br /&gt;
* new spells and skills for revamped Wizards: &lt;br /&gt;
    Blink, Chrysalis, combomagic, and six combomagic-based spells: Flare Star,&lt;br /&gt;
    Catastrophe, Ancient Power, Black Wind, Grand Dream, and Southern Cross.&lt;br /&gt;
 &lt;br /&gt;
For builders:&lt;br /&gt;
* questquery command. Verifies in-use questflags per area&lt;br /&gt;
* Discord chat integration for staff stuff&lt;br /&gt;
 &lt;br /&gt;
Behind the scenes:&lt;br /&gt;
* fixed a bug pertaining to lava sectors&lt;br /&gt;
* reduced memory footprint for rooms&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
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&lt;br /&gt;
== Changes 6-30-19 ==&lt;br /&gt;
&lt;br /&gt;
To: all&lt;br /&gt;
* fixed a weird bug involving lights when reconnecting&lt;br /&gt;
* &#039;screenreader&#039; is a handy built-in alias for &#039;brief&#039;&lt;br /&gt;
* that whole damroll thing that i&#039;m sure you&#039;ve heard about - still working out some remaining damroll kinks here and there&lt;br /&gt;
* fireball/lava wave&#039;s smoldering effect has a debuff indicator&lt;br /&gt;
* fireball/lava wave won&#039;t kill a player twice anymore&lt;br /&gt;
* sizeup no longer misgenders spivak and plural pronoun characters&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* &#039;eventitem&#039; works on potions, pills, AND food... please be careful&lt;br /&gt;
* new method to hide properly tagged asciiart from brief mode using players&lt;br /&gt;
* new method to hide alternate descriptions from NON-brief mode using players&lt;br /&gt;
* new method to strip color codes from a block of text&lt;br /&gt;
&lt;br /&gt;
FOR STAFF:&lt;br /&gt;
* new command &#039;pwreset&#039; to change a player&#039;s password (106+ ONLY)&lt;br /&gt;
* xp bonus spell added - please use very sparingly and fairly&lt;br /&gt;
* &#039;wizhelp&#039; is a lot less ugly, and sorted by level now&lt;br /&gt;
&lt;br /&gt;
I don&#039;t THINK i forgot anything in this note...&lt;br /&gt;
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-Bea&lt;br /&gt;
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== Changes 6-23-19 ==&lt;br /&gt;
&lt;br /&gt;
* Polka Polka, Dazzle, Heartache Rumba, Masochism Tango, Dispel, Esuna, Seance, Theatrics, Boogie Fever, and Sabotage can be charged to dramatically increase their chance of success.&lt;br /&gt;
* Finale can be charged to increase its damage by 1.5x&lt;br /&gt;
* Wandering Eye can be charged to increase its duration by 2x&lt;br /&gt;
* Rally Audience can be charged to double the HP of the audience&lt;br /&gt;
* shadow stalk can improve, but can fail&lt;br /&gt;
* Fixed Bug where Bless was improving chances of saving vs effects too much&lt;br /&gt;
* Added protuna tertiary window tag for bramble&#039;s debuff&lt;br /&gt;
* Max group size of 6 can no longer be circumvented&lt;br /&gt;
* Earthtap and Dancing Weapon should no longer reset weapons to default&lt;br /&gt;
* Fixed some missing color codes in &#039;report&#039;&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* $a can be used in any mobprog line, not just echos&lt;br /&gt;
* new weapon flag Mystic, makes weapon use magroll instead of damroll&lt;br /&gt;
* noecho now functions on portals&lt;br /&gt;
* &amp;quot;if khexists&amp;quot; and &amp;quot;if khcount&amp;quot; ifchecks work&lt;br /&gt;
* new mob race &amp;quot;zombie&amp;quot;&lt;br /&gt;
* new furniture flag &amp;quot;furn_light&amp;quot; -- makes the item cast light in the room&lt;br /&gt;
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== Changes 6-22-19 ==&lt;br /&gt;
&lt;br /&gt;
* &#039;Whowas&#039; will show information (level, hours, playtime) of online players&lt;br /&gt;
* behav_travelingpet works every pulse instead of every tick&lt;br /&gt;
* &#039;mob asset&#039; ascii art bug fixed in final weapon&#039;s exit pod?&lt;br /&gt;
* Create Booze tables shuffled in line with new liquids table&lt;br /&gt;
* &#039;steal item&#039; had bread replaced with booze in its loot table&lt;br /&gt;
* &#039;steal item&#039; will only give materia if the enemy had max MP &amp;gt; 0&lt;br /&gt;
* if affected with both Sleep and Influenza, could get weird messages&lt;br /&gt;
* &#039;report inv&#039; won&#039;t show a PC&#039;s inventory to their group leader&lt;br /&gt;
* Ageatii&#039;s Favour spell renamed to Alraune&#039;s Favour&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* TAR_OBJ_INV spells are listed in OLC now, plus other tweaks to &#039;? spell&#039;&lt;br /&gt;
* new wiznet option &#039;memcheck&#039; to show increases of strings and perms&lt;br /&gt;
  - be advised it will go off a lot for benign reasons&lt;br /&gt;
* &#039;mob mforce all&#039; is more efficient AND works as expected now&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 6-19-19 ==&lt;br /&gt;
&lt;br /&gt;
* Fixed a bug with wildfire &#039;following&#039; the caster&lt;br /&gt;
* New command &#039;PBUST&#039; - shows a one-off prompt with the specified parameters, &lt;br /&gt;
  &amp;quot;pbust Align: %a&amp;quot; will display the player&#039;s alignment. This is designed for &lt;br /&gt;
  use with aliases or macros to get information quicker than one can by &lt;br /&gt;
  reading an entire promptor using the &#039;score&#039; command. Currently does not &lt;br /&gt;
  work with Project Tuna. Uses the same switches as those used for a prompt,&lt;br /&gt;
  see HELP PROMPT&lt;br /&gt;
* Swindle and Powersurge can level up past 60% now.&lt;br /&gt;
* Selan and other mages&#039; &#039;clarity&#039; now costs just 25 silver per item to be IDd&lt;br /&gt;
* Parry will now use your offhand weapon if you haven&#039;t got a mainhand one&lt;br /&gt;
* Lobsterman Eskrima now applies its parry bonus correctly&lt;br /&gt;
* Drunkenness has been reworked and can do much more&lt;br /&gt;
  - including something actually good&lt;br /&gt;
* Scuppered now reduces the skill penalty from drunkenness&lt;br /&gt;
* Many liquids have had their values tweaked. To summarize&lt;br /&gt;
  - Nothing quenches quite like pure, clean water&lt;br /&gt;
  - Hard liquors generally no longer quench any thirst at all&lt;br /&gt;
  - Most liquids are not very satiating, except e.g. broth, milk&lt;br /&gt;
  - Salt water and blood are much nastier about worsening thirst&lt;br /&gt;
  - Alcoholic beverage proofs adjusted; it&#039;s much easier to get drunk&lt;br /&gt;
* Laying down framework for the upcoming (secret) subclass&#039;s (secret) ability&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Area Changes and Note 6-16-19 ==&lt;br /&gt;
&lt;br /&gt;
NEW AREAS:&lt;br /&gt;
 - Pinata Grove is available, visit at any level!&lt;br /&gt;
 - The town of Onrac and its Sunken Shrine are accessible to those who obtained an Aquamarine Scale during the Easter 2019 event.  For those who haven&#039;t, it will become available again in the future.&lt;br /&gt;
 &lt;br /&gt;
WORLD:&lt;br /&gt;
 - Battlefields are springing up around the Cleft.  Two are currently available, one in Truce Canyon and one in Alfador Isle.&lt;br /&gt;
 - Kupimo can be found as a roaming world mob, randomly appearing in any location. He is a Materia Merchant who sells both common and exclusive Materia to those who can find him.&lt;br /&gt;
 - The Feymarch has been relocated from its previous, temporary home to its new, probably-permanent home.&lt;br /&gt;
 - A hidden place has had a small expansion.&lt;br /&gt;
 - Several newbie areas outside of Truce have had small additions.&lt;br /&gt;
 &lt;br /&gt;
TWEAKS:&lt;br /&gt;
 - Some busted mobprogs were fixed in McNeil woods, and some new loot can be obtained both there and in the Veldt.&lt;br /&gt;
 - A couple mobs drop a few new things of low consenquence.&lt;br /&gt;
 - Sectors have been tinkered with all around the world and will continue to, most likely not affecting anyone except geomancers.&lt;br /&gt;
 &lt;br /&gt;
A full scale, colored version of the atlas as it appears in game has been uploaded onto our Wiki and is publicly available. Feel free to use it as you wish!&lt;br /&gt;
There is an &amp;quot;Atlas&amp;quot; page on the Wiki where the picture is featured. Anyone who feels like there could be more information on the &amp;quot;Atlas&amp;quot; page can feel free to contribute to it.&lt;br /&gt;
This is intentionally as accessible as possible as a resource for our players. Please note that not everything featured on Shadmire is built yet.&lt;br /&gt;
&lt;br /&gt;
Please note there may be various signs around the world pointing out new paths that are currently unavailable. These are not secret quest hints, but literally paths that are not yet ready for release.&lt;br /&gt;
Feel free to take note of their locations for easier finding of new features and areas in the future!&lt;br /&gt;
 &lt;br /&gt;
Finally, the staff intends to correct power creep that has been manifesting in various ways in the game.&lt;br /&gt;
Over the coming months, expect various changes that make the game easy to start, gradually become more difficult, and require some amount of determination to reach max level.&lt;br /&gt;
We want to reward questing and exploring. Our puzzles, detailed areas, interactivity, and quests will remain our focus.&lt;br /&gt;
 &lt;br /&gt;
LOVE, YOUR PAL COOPER&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 6-7/8/15-19 ==&lt;br /&gt;
&lt;br /&gt;
*Sealed Cave has been returned to a different location.&lt;br /&gt;
*The Faymarch has been relocated.&lt;br /&gt;
*Warp Whistles have been disabled for now.&lt;br /&gt;
&lt;br /&gt;
- Ageatii&lt;br /&gt;
&lt;br /&gt;
This note summarizes changes made since around February:&lt;br /&gt;
 + OOC chat is synchronized with our Discord server&lt;br /&gt;
 + elemental damage from weapons and many spells is now colored&lt;br /&gt;
 + new characters start with fewer practices but more default artifice skill&lt;br /&gt;
 + XP is no longer lost for players fleeing at level 10 or below&lt;br /&gt;
 + decreased memory footprint for objects&lt;br /&gt;
 + reformatted alignment of mnay Project Tuna affect tags&lt;br /&gt;
 + DoT effects should no longer start fights with targets not in the room&lt;br /&gt;
 + improved parsing for Scan when target obj shares keyword with bystander mob&lt;br /&gt;
 + LOUD WEAPONS WEREN&#039;T LOUD ENOUGH&lt;br /&gt;
 + various Wizard spells have been tweaked. Check helpfiles on:&lt;br /&gt;
    Fireball, Rhizome Lance, Air Blast, Gem Missile, Darkside, Ice Smash,&lt;br /&gt;
    Burst, Viro Plasm, Thunderstorm, Gyro Ball, Lucent Beam, &amp;amp; Bubble Beam&lt;br /&gt;
 + behind-the-scenes, new spells and skills for revamped Wizards: &lt;br /&gt;
    Maneater, Wind Blade, Void Ray, Absolute Zero, Nebula, Snowy,&lt;br /&gt;
    Reverse Polarity, feedback, &amp;amp; trance&lt;br /&gt;
 + many of wildcasting&#039;s effects are now different&lt;br /&gt;
 + karma works against Confusion, Osmosis, Burn, and Daze, among others&lt;br /&gt;
 + entangle no longer spuriously triggers mobprogs. entangle now inflicts daze&lt;br /&gt;
 + Tsunami won&#039;t push mobs into forbidden rooms, for reals&lt;br /&gt;
 &lt;br /&gt;
For builders:&lt;br /&gt;
 + new command &amp;quot;findtriggermismatch&amp;quot; to audit risky mprog combos (lvl 107 only)&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
 + fixed a bug where killing mobs &amp;gt;10 levels stronger would break the XP cap&lt;br /&gt;
 + shuffled damage colors for some wizard spells&lt;br /&gt;
 + changed how recoil is displayed for Darkside and Soulblade&lt;br /&gt;
 + changed aesthetics on Ink Blast, Megamagic, and Rainbow&lt;br /&gt;
 &lt;br /&gt;
For builders:&lt;br /&gt;
 + there are now 31 quest flags per area&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 3-1-2019 ==&lt;br /&gt;
&lt;br /&gt;
*New rset fields&lt;br /&gt;
&lt;br /&gt;
    mob rset flag &amp;lt;flag value&amp;gt;&lt;br /&gt;
      EG &amp;quot;mob rset flag no_recall&amp;quot; toggles no_recall&lt;br /&gt;
    mob rset &amp;lt;room affect&amp;gt; &amp;lt;duration&amp;gt;&lt;br /&gt;
      EG &amp;quot;mob rset sandstorm -1&amp;quot; sets sandstorm permanently&lt;br /&gt;
      NOTE:Room affects are being implemented one at a time, so far there&#039;s:&lt;br /&gt;
      sandstorm&lt;br /&gt;
      blizzard&lt;br /&gt;
      frostveil&lt;br /&gt;
      darkness&lt;br /&gt;
      flash&lt;br /&gt;
      firetrap&lt;br /&gt;
&lt;br /&gt;
*New mob commands &amp;quot;oclone&amp;quot; and &amp;quot;mclone&amp;quot;&lt;br /&gt;
   mob mclone &amp;lt;target to clone&amp;gt;&lt;br /&gt;
      Works exactly as the imm command&lt;br /&gt;
   mob oclone &amp;lt;object to clone&amp;gt; &amp;lt;target location&amp;gt;&lt;br /&gt;
      Works exactly like the imm command except it can load into the room or inventory&lt;br /&gt;
      EG &amp;quot;mob oclone apple I&amp;quot; will duplicate the object into inventory&lt;br /&gt;
      EG &amp;quot;mob oclone apple R&amp;quot; will duplicate the object into the room&lt;br /&gt;
&lt;br /&gt;
== Changes 2-18-2019 ==&lt;br /&gt;
&lt;br /&gt;
*Tsunami, Suplex and Blam Gush will no longer push mobs into rooms where they aren&#039;t allowed.&lt;br /&gt;
&lt;br /&gt;
*Using Boogie Fever in coordination with Tame will no longer break up the group.&lt;br /&gt;
&lt;br /&gt;
*Pets can no longer be ordered to purchase unique items.&lt;br /&gt;
&lt;br /&gt;
*Read Magic/Analyze will now show more affects (if applicable).&lt;br /&gt;
&lt;br /&gt;
*Mobs will now echo back if they can&#039;t wear something that is Antimob.&lt;br /&gt;
&lt;br /&gt;
*Decaying objects will no longer announce their destruction if they have the &#039;noecho&#039; flag applied.&lt;br /&gt;
&lt;br /&gt;
*Unique objects can no longer be purchased if one is in the player&#039;s locker.&lt;br /&gt;
&lt;br /&gt;
*The word &#039;pet&#039; will now reference the player&#039;s pet in the same way that &#039;me&#039; or &#039;self&#039; references the player.&lt;br /&gt;
&lt;br /&gt;
*&#039;Autosort&#039; will now automatically sort your inventory (and locker!) into item types.  Try it and see how it works!.&lt;br /&gt;
&lt;br /&gt;
*Din&#039;s Fire now targets all enemies in the room and has been adjusted accordingly.&lt;br /&gt;
&lt;br /&gt;
*Items that are flagged &#039;melt_drop&#039; no longer showcase a red aura.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Mobs can now award themselves (&#039;mob award $i&#039;) instead of needing a convoluted chain of mob-manipulation to provide the same effect, please be careful with its use, probably sticking to event items so that the player is $i.&lt;br /&gt;
&lt;br /&gt;
*New behavior &#039;travelingpet&#039; that makes a charmed mob consistently return to its owner, this will eliminate the need to create a RANDOM trigger prog to manually provide the same effect.&lt;br /&gt;
&lt;br /&gt;
*Rand_phys_vuln and rand_misc_vuln behavior flags added.&lt;br /&gt;
&lt;br /&gt;
== Changes 2-10-2019 ==&lt;br /&gt;
&lt;br /&gt;
Mostly just builder changes here.&lt;br /&gt;
&lt;br /&gt;
*sneak applies to portals.&lt;br /&gt;
*exhaulted etc should vanish only at appropriate remorts (again?).&lt;br /&gt;
*mob addlag is back in, capped at 1000 but you should never need to go even that high, I hope.&lt;br /&gt;
*hammerhand has fail message when no target is found.&lt;br /&gt;
*resets now flags the area as &amp;quot;changed&amp;quot;, so it can be saved without further edits.&lt;br /&gt;
*damroll added as a field for mset.&lt;br /&gt;
*various readout changes.&lt;br /&gt;
*Curse on non-object targets now has a chance to cause short-term negative affects:&lt;br /&gt;
   Chances are based on wisdom.&lt;br /&gt;
   Chances are higher when the caster is evil.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 2-8-2019 ==&lt;br /&gt;
&lt;br /&gt;
*Using offensive abilities on yourself no longer triggers the Gilgame Heart skill.&lt;br /&gt;
&lt;br /&gt;
*Offensive skills can no longer gain learned-skill percentage when used on oneself.&lt;br /&gt;
&lt;br /&gt;
*&#039;Whowas&#039; now shows new things, such as the player&#039;s current level and remort #.&lt;br /&gt;
&lt;br /&gt;
*Logging into a dark room with an active light source no longer acts as though your light doesn&#039;t exist.&lt;br /&gt;
&lt;br /&gt;
*&#039;Plural&#039; and &#039;Spivak&#039; genders now show appropriate coloration on the &#039;Who&#039; list.&lt;br /&gt;
&lt;br /&gt;
*Aurora and Din&#039;s Fire spells now echo to the room when the caster is the target.&lt;br /&gt;
&lt;br /&gt;
*Angel Whisper now does 1/8th of an undead enemy&#039;s current HP instead of their maximum HP.&lt;br /&gt;
&lt;br /&gt;
*Scan/Examine now shows the condition of a decaying-flagged object.&lt;br /&gt;
&lt;br /&gt;
*Encore will now boost Attack Up to a maximum of 50 Damroll, no matter how many times for the former spell is cast.&lt;br /&gt;
&lt;br /&gt;
*Unique items can now only be bought one at a time.&lt;br /&gt;
&lt;br /&gt;
*Phlogiston has been reworked and now has better overall chances for success, maxing out at level 150.&lt;br /&gt;
&lt;br /&gt;
*Intimidate now successfully stacks Damroll detriments.&lt;br /&gt;
&lt;br /&gt;
*Misc grammar and text fixes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 1-31-2019 ==&lt;br /&gt;
&lt;br /&gt;
=== First pass on Priest rework ===&lt;br /&gt;
&lt;br /&gt;
*Detect Alignment is back in, working as you&#039;d expect.&lt;br /&gt;
&lt;br /&gt;
*Mend and Vitalize tweaked; spell targets of same alignment and NOT the caster grant a chance to return mana or heal for more(Vitalize also has a chance to reduce cooldown). Chances&lt;br /&gt;
based on Wisdom.&lt;br /&gt;
&lt;br /&gt;
*Mend no longer has a blackhole for practices.&lt;br /&gt;
&lt;br /&gt;
*Ray of Truth tweaked; damage has a chance to scale when targeting opposite align from the caster, with another chance for half cooldown. Both chances based on Wisdom.&lt;br /&gt;
&lt;br /&gt;
*Judgment tweaked; Chances(still based on Wisdom) that when used on opposite align from the caster that there may be a mana return, cooldown halved, and/or extra buff pulses.&lt;br /&gt;
&lt;br /&gt;
*Bless tweaked when cast on objects; Chances(Wisdom AND good align based) to apply more diverse bonuses dependent on object&#039;s wear location(eg feet).&lt;br /&gt;
&lt;br /&gt;
*Curse massively tweaked:&lt;br /&gt;
*Curse can now be cast on objects, casting curse on weapons or armor will cause the following:&lt;br /&gt;
   1) Perishable, cursed, nouncurse&lt;br /&gt;
   2) Cost/value of the object will be reduced to 0&lt;br /&gt;
   3.A) Condition of the object will be reduced by 2/3rds&lt;br /&gt;
   3.B) Condition cuts can be negated some, determined by wisdom&lt;br /&gt;
*Cursed weapons will receive the following:&lt;br /&gt;
   1) The first die on the weapons damage dice gets a 50% boost&lt;br /&gt;
   2) If there are enchantments, the enchant count gets a 33% boost&lt;br /&gt;
*Cursed armor will receive the following:&lt;br /&gt;
   1) The armor stats get a 50% boost across the board&lt;br /&gt;
   2) The armor gets a saves boost, the amount is determined by wisdom&lt;br /&gt;
*Curse casted on any other object just adds 1 magroll or damroll for now&lt;br /&gt;
*Curse casted on a non-object-target no longer has a set 30 armor penalty&lt;br /&gt;
*Curse armor penalty is determined by wisdom&lt;br /&gt;
&lt;br /&gt;
*Smite reworked; Casting Smite while BLESSED causes it to work in reverse of normal, Casting Smite while the target is CURSED does more damage the closer you are to their hp %.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Legacy Spells have been adjusted:&lt;br /&gt;
 Fira, Bizzara, and Thundara have increased mana costs.&lt;br /&gt;
 Firaga, Blizzaga, and Thundaga have increased mana costs AND a cooldown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 1-23-2019 ==&lt;br /&gt;
&lt;br /&gt;
*When given a unique item you already own or already have in your locker, it will tell you the item specifically, instead of just &amp;quot;you already own that&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*Angel Whisper now does 1/8th damage to undead&#039;s CURRENT health instead of their max health&lt;br /&gt;
&lt;br /&gt;
*The Koi Pond in Hikari no Matsuri is now community-friendly!  Everyone can now fish from one pond!  Talk to the stall tenant for a small update on the mechanics change involved!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
&lt;br /&gt;
*&#039;khcount&#039; and &#039;khexist&#039; ifchecks are in, use them to check for killcounts of a specific mob and if the player has any killcount of a mob (see obj vnum 7249 for examples)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=2018 Change Notes=&lt;br /&gt;
&lt;br /&gt;
== Changes 10-21-2018 ==&lt;br /&gt;
&lt;br /&gt;
*Items flagged &#039;noexplode&#039; will no longer prevent charges being used with WIS scores of 20+.&lt;br /&gt;
&lt;br /&gt;
*Decaying items no longer corrupt lockers, instead going down to 1 Condition and then stopping until they are removed, whereupon they will resume decaying.&lt;br /&gt;
&lt;br /&gt;
*Unique items are now unique between a player and their locker (no more doubling up!).&lt;br /&gt;
&lt;br /&gt;
*The random &amp;quot;your  weakens&amp;quot; message for some effects when casting Esuna has been fixed.&lt;br /&gt;
&lt;br /&gt;
*The &#039;Angel Whisper&#039; spell is longer staffify-able.&lt;br /&gt;
&lt;br /&gt;
*CHARMIES (not permanent pets) can no longer interact (pick up, give, etc.) with Unique items.&lt;br /&gt;
&lt;br /&gt;
*The echoes for a scroll going off twice has been given a space, so it looks less crammed.&lt;br /&gt;
&lt;br /&gt;
*Odd bug (&#039;lololo 2568 lol5&#039;) in the log has been fixed.&lt;br /&gt;
&lt;br /&gt;
We apologize if some of these fixes/changes/updates hamper the difficulty of certain playstyles going forward, but please understand that they were considered at length and administered to combat exploits and unintended practices.  You guys are awesome though, you&#039;ll figure out a way to keep going at full speed!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Area Changes 9-27-2018 ==&lt;br /&gt;
&lt;br /&gt;
NEW AREAS&lt;br /&gt;
*Jam Wasteland is now available. Has some pre-requisites - alchemy related!&lt;br /&gt;
*The Feymarch is now available, linked (for now) at the end of the Mist Cave.&lt;br /&gt;
 &lt;br /&gt;
NEW WORLD FEATURES&lt;br /&gt;
*There are now secret treasure spots (referred to sometimes as &amp;quot;hidey holes&amp;quot;) all around the Cleft. Be on the lookout for a weird, old guy in various Cleft cities for more information.&lt;br /&gt;
*See chobins and palicos getting drunk together at the Rat Cantina, located in the ocean somewhere. Maybe a friendly merchant will let you ride their ship there! If not, maybe you can bother a not-so-friendly merchant until they give in.&lt;br /&gt;
*There is now a publically available Mana Treant. It has some interesting &amp;quot;features&amp;quot;, see note regarding it for more information.&lt;br /&gt;
 &lt;br /&gt;
TWEAKS/CHANGES&lt;br /&gt;
*Booster Tower has been given a face lift, remort-only fight, minor tweaks, new drops, fixes, and new quests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 9-4-2018 ==&lt;br /&gt;
STAT UPDATES!&lt;br /&gt;
-------------&lt;br /&gt;
&lt;br /&gt;
*DEX:&lt;br /&gt;
      If &amp;gt;= 25, chance for a movement to cost 1/2 MV, and to avoid being Disarmed.&lt;br /&gt;
      If &amp;lt;= 9, chance for a movement to cost 1.5x MV.&lt;br /&gt;
      Higher Dex scores now also increase MV regeneration.&lt;br /&gt;
&lt;br /&gt;
*WIS: &lt;br /&gt;
      If &amp;gt;= 25, when using a Rod item there is a chance based on INT for halved cooldown or halved lag.&lt;br /&gt;
      If &amp;lt;= 9, there is a chance based on INT to increase Rod-used cooldown by 25%.&lt;br /&gt;
      If &amp;gt;= 25, when using a Wand or Staff item there is a chance based on INT to withhold using a charge, or boost the spell&#039;s effectiveness by 1.5x.&lt;br /&gt;
      If &amp;lt;= 9, there is a chance to weaken the Wand/Staff&#039;s effectiveness by 25%&lt;br /&gt;
&lt;br /&gt;
*INT:&lt;br /&gt;
      Higher Int now positively affects Mana regeneration and negatively affects cast failure.&lt;br /&gt;
      If &amp;gt;= 25, there is a chance based on WIS to gain spell damage bonuses.&lt;br /&gt;
      If &amp;lt;= 8, there is a chance to accidentally perform drunk speech.&lt;br /&gt;
      If &amp;gt;= 25, there is a chance based on WIS that Scrolls will have halved lag or doublecast one of the spells.&lt;br /&gt;
      If &amp;gt;= 40, there is a chance to doublecast two spells on the scroll.&lt;br /&gt;
      If &amp;lt;= 9, there is a chance to fail one of the spells on a scroll or lose 25% of the spell&#039;s effectiveness/power.&lt;br /&gt;
&lt;br /&gt;
*New Gender Types: &#039;They (Plural)&#039; and &#039;Spivak (e/em)&#039;&lt;br /&gt;
&lt;br /&gt;
*New Spell: Reraise - Instantly revives the caster and restores them completely (EXP penalty for dying is still applied, though!)&lt;br /&gt;
&lt;br /&gt;
*&#039;Idle Hands&#039; spell has been adjusted, now giving Level/2 increases to both Weight and Item capacity, maxing out at +50/+50 at Lv100.&lt;br /&gt;
&lt;br /&gt;
*&#039;Enchant&#039; spell has been renamed &#039;Enchantment&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS&lt;br /&gt;
------------&lt;br /&gt;
&lt;br /&gt;
*Mob Variable Additions: &#039;sex&#039; ifcheck now can use &#039;5&#039; for the Spivak gender (E.g. &#039;if sex $i == 5&#039;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Area Changes 5-1-2018 ==&lt;br /&gt;
*Kakariko Village is accessible&lt;br /&gt;
*The Pillars of Nosgoth are accessible&lt;br /&gt;
*The Ancient Library is accessible&lt;br /&gt;
*Viorar has some updates to descriptions and interactions&lt;br /&gt;
*Chocobo Forest has updated descriptions, item drops and spawn rates&lt;br /&gt;
*The world around the town of Todo has been expanded&lt;br /&gt;
*You now receive a class-specific reward for completing Truce&#039;s community service&lt;br /&gt;
*It&#039;s easier to get back the &amp;quot;mysterious map&amp;quot; item &lt;br /&gt;
*Oopsie Dayzees have joined the Dayzee Family&lt;br /&gt;
 &lt;br /&gt;
*For Builders:&lt;br /&gt;
*Fishing, Phone, Bomb Database added to the immortal hub&lt;br /&gt;
*Bambino Bombs have universal directional triggers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 4-19-2018 ==&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
 &lt;br /&gt;
*New mob command: &#039;Addlag&#039; (Adds lag to a player, disallowing them any activity until it wears off)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 4-16-2018 ==&lt;br /&gt;
*Some fixes for cross-room battle issues&lt;br /&gt;
*Players and mobs can no longer flee while grappled&lt;br /&gt;
*Items with the &#039;Melt_Drop&#039; flag can now be stolen&lt;br /&gt;
*Items now have custom disintegration (when Condition reaches 0 through Decay) messages based in item&#039;s innate&lt;br /&gt;
*Various skills will now enjoy damroll bonuses applied to their damage calculations&lt;br /&gt;
*&#039;Crash&#039; is less random, does a bit more damage and also boosts the damage and lessens the damage variance depending on the &#039;Capacity&#039; amount of the vehicle&lt;br /&gt;
*Spells with mob-moving effects (eg, Gravity Well) no longer require the mob to have Mov for the effect to function&lt;br /&gt;
*Dispel now has more effects that it can remove&lt;br /&gt;
*Esuna now has more ailments that it can remove&lt;br /&gt;
*&#039;Charge&#039; affects more Geomancer spells than before&lt;br /&gt;
*&#039;Judgment&#039; now does Holy/Negative damage based on alignment (instead of Light/Dark)&lt;br /&gt;
*Knight spells that have damage dependant on alignment have been updated with specific pairings (light/dark and holy/negative)&lt;br /&gt;
*&#039;Encore&#039; no longer affects Dodge, Parry or Shield Block&lt;br /&gt;
*New Spell: Debilitate (Lowers a target&#039;s level, prevents experience gain while in effect)&lt;br /&gt;
*New Spell: Enchant (Enchant Weapon &amp;amp; Enchant Armor rolled into one spell, affects both types)&lt;br /&gt;
*New skill: Ceremony (Toggled, forced resting position, autoattack off, sacrifice things for bonus mana and slightly adjusts alignment if sacrificing evil or blessed items)&lt;br /&gt;
*Merchants no longer get Enchant Weapon or Enchant Armor, replaced with &#039;Enchant&#039;&lt;br /&gt;
*Magroll scaling is officially in place: Each point is 1% bonus effectiveness up to 20, and after 20 it scales to more-or-less needing 2 points for every 1% efficiency (with slight variance here and there)&lt;br /&gt;
*Remort Tokens are in the process of undergoing an upgrade; eventually, they will be automated and allow a player to auto-remort themselves, including the coverage of remort cost&lt;br /&gt;
*Various readout changes to give the Cleft&#039;s damtypes, elements and overall display a more consistent appearance&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS&lt;br /&gt;
*Oset&#039;ing an item with the Decay flag and Oset&#039;ing condition to 0 will cause an item to disintegrate immediately&lt;br /&gt;
*New ifchecks: Objcost, objweight, objextra, objextra2, and objextra3&lt;br /&gt;
*Ageatii has a new (or fixed, anyway) custom message when using the &#039;slay&#039; command&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 3-22/3-23-2018 ==&lt;br /&gt;
*Cure has a slightly lower rate of healing than before&lt;br /&gt;
*Cure&#039;s mana cost has been lowered from 10 to 8&lt;br /&gt;
*Charge will now function with Vitalize&lt;br /&gt;
*A few spells have been excluded from the Metronome list&lt;br /&gt;
*Ninjas can now hide better, generally, and even more so in dark rooms&lt;br /&gt;
*Ninjas now know when they have or have not become hidden.&lt;br /&gt;
*Ninjas now sneak more successfully in dark rooms or while hidden, even more so when both conditions are met&lt;br /&gt;
*Ninjas now know when they have or have not started sneaking&lt;br /&gt;
*New spell: Debilitate (WORK IN PROGRESS)&lt;br /&gt;
*Wording: &#039;Exotic&#039; has replaced &#039;Magic&#039; in a few areas&lt;br /&gt;
*The room affects, sandstorm and flurry, should not do damage if you&#039;re resistant to their respective elements.&lt;br /&gt;
*Alias max has been increased to 32.&lt;br /&gt;
&lt;br /&gt;
For Builders:&lt;br /&gt;
*Added a move if check&lt;br /&gt;
**mvchk &#039;if mvchk $i &amp;gt;= 50&#039;&lt;br /&gt;
*Added object condition check&lt;br /&gt;
**objcond &#039;if objcond &amp;gt;= 20&#039;&lt;br /&gt;
*Added condition as an oset field&lt;br /&gt;
**&#039;mob oset $o condition -20&#039; Adjust current condition by -20&lt;br /&gt;
*Added brief mode check&lt;br /&gt;
**isbrief &#039;if isbrief $n&#039;&lt;br /&gt;
*Oset usage is now limited to the actor&#039;s inventory and in the current room the actor is standing in.&lt;br /&gt;
**Note: If you need to get around this and manipulate an object in another mob/player inventory, use force and mforce.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 3-8/3-10-2018 ==&lt;br /&gt;
*Jumi and Matango now have independent, separate health regeneration rates that is not the &#039;Regen&#039; affect (and thus no longer have the latter in constant effect).&lt;br /&gt;
*CON and WIS now add a slight regeneration bonus to HP and Mana, respectively.  This is especially noticeable in conditions that are not ideal.&lt;br /&gt;
*&#039;Psyke Up&#039; and &#039;Psyke Down&#039; spells added, effects are equivalent to their &#039;Attack Up&#039; and &#039;Attack Down&#039; counterparts except that it influences Magroll instead of Damroll.&lt;br /&gt;
*BUILDERS: Please be careful with using Psyke Down for now, as negative Magroll will prevent both players and mobs from dealing ANY spell damage!&lt;br /&gt;
*&#039;Enchant Armor&#039; no longer increases the target item&#039;s level by 1.&lt;br /&gt;
*Priests now receive slightly more mana when sacrificing gold coins.&lt;br /&gt;
*Choke and Powersurge now work with counterspell. &lt;br /&gt;
*Wisdom helps with failure to cast spells&lt;br /&gt;
*Magroll has been fleshed out for player usage and works as intended.&lt;br /&gt;
*Wall change can be charged to better penetrate saves.&lt;br /&gt;
*Enchant spell has been added, which combines both enchant armor and enchant weapon&lt;br /&gt;
*enchanting with the new enchant spell has slight chance to add -1 saves or +1 hitroll  to armor or weapons, respectively.&lt;br /&gt;
*higher wisdom increases those odds even more.&lt;br /&gt;
*psyke down has been adjusted to be more likely to bypass saves.&lt;br /&gt;
*armor golems are no longer affected by slow naturally.&lt;br /&gt;
*various read out changes, most importantly, lockers and containers.&lt;br /&gt;
 &lt;br /&gt;
For builders:&lt;br /&gt;
*mob award exp works in flat value. Use &#039;mob award $n exp 1234 noscale&#039;&lt;br /&gt;
*mob preitle is a command. for safety reasons, its usage is &#039;mob mforce $n mob pretitle self lolmypretitle &#039; to remove pretitles, just use {x.&lt;br /&gt;
*mobs currently are locked out of magroll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 3-2-2018 ==&lt;br /&gt;
*[[Cynbel_Sea|Cynbel Sea]] is now linked!&lt;br /&gt;
*The following areas have been removed from the &amp;quot;areas&amp;quot; command list: Magmoor Caverns, River City, Zanarkand, Magitek Factory.&lt;br /&gt;
*MiniMedals have been added to: Gold City, Gobi&#039;s Valley, Frosty Forest, Tonoe, Jungle of Illusion, Goreomemu Swamp.&lt;br /&gt;
*Level locks have been removed from: Orbonne Monastery, Guardia Castle, Dr Wily&#039;s Lab, Leires.&lt;br /&gt;
*Item re-balances: Mana Spirit Statues, Mirror Shield, Silver Gauntlets.&lt;br /&gt;
*Mob re-balances: Myrkur Necromancer, Great Rabite, Mushroomized Parasect, Angel Tower Spectre.&lt;br /&gt;
*Pandora&#039;s Clothes in Truce are re-categorized as &#039;jewelry&#039; type.&lt;br /&gt;
*You have more time to complete Norstein Bekkler&#039;s light game in Truce.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 2-19-2018 ==&lt;br /&gt;
*Stealing an item you can&#039;t carry no longer hecks up the item&#039;s location.&lt;br /&gt;
*gptoss&#039; damage is now a natural logarithm instead of base10... look forward to dealing more damage with it!&lt;br /&gt;
*Fling shouldn&#039;t cast weapons into the void or other mobs&#039; inventories.&lt;br /&gt;
&lt;br /&gt;
== Changes 1-26-2018 ==&lt;br /&gt;
*[[Sunsnug_Isle|Sunsnug Isle]] is now accessible&lt;br /&gt;
*Mist Cave is accessible as an expansion to Magicant&lt;br /&gt;
*[[Hu_Lao_Pass|Hu Lao Gate]] is now accessible&lt;br /&gt;
*An alternate unlockable path is available to get to the northern areas of Guardia.&lt;br /&gt;
*Non-Saturn Valley ATMs no longer require ATM cards.&lt;br /&gt;
*The potion seed pots (Crysta &amp;amp; Viorar) have been removed&lt;br /&gt;
*Effects have been added to the remaining existing potion seeds that enemies drop&lt;br /&gt;
*The speech in Lu Bu Feng Xian&#039;s delivery call is toned down&lt;br /&gt;
*The reward for collecting all the Chaos Emeralds is improved&lt;br /&gt;
*Asina on Joel Island more directly gives out quest initiation hints&lt;br /&gt;
*Bugfix where Moon Saber was not being rewarded&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 1-10-2018 ==&lt;br /&gt;
*doubled the internal SPL_SPRD variable, which should reduce the  variability of spell damage somewhat.&lt;br /&gt;
*those NPCs you thought were healers.... aren&#039;t anymore. see selan and company for uncursing and IDing stuff now.&lt;br /&gt;
*http://cod.mudmagic.com/who.php which conveniently updates whenever anyone who&#039;s not a staff member types &#039;who&#039;.&lt;br /&gt;
* &#039;report skills&#039; -- for ordering your pet reveal its innate combat skills.&lt;br /&gt;
*the &#039;cactus stool&#039; made by a level 0 Mokuton no longer WORSENS regeneration.&lt;br /&gt;
*Frost Saber now has a chance to apply a short-duration Slow.&lt;br /&gt;
*Players and mobs warcry&#039;ing at themselves have a better echo now.&lt;br /&gt;
&lt;br /&gt;
for builders:&lt;br /&gt;
*mobs and objects no longer have a &#039;material&#039;&lt;br /&gt;
*shopkeepers now *clone* objects when selling them, instead of making new ones.&lt;br /&gt;
**this means infinite &#039;inventory&#039; objects can be modified or restrung  while still in the keeper&#039;s inventory, and the changes will now propagate to the bought copy.&lt;br /&gt;
*plus some other changes i probably forgot&lt;br /&gt;
&lt;br /&gt;
-Benamas&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 12-30-2017 ==&lt;br /&gt;
*Jutsu&#039;s lag time reduced from 20 to 12&lt;br /&gt;
*Fumes now applies Poison instead of Fear -- rev up those Leeches&lt;br /&gt;
*Ninjas get the Fear spell at level 45&lt;br /&gt;
*Merchants now get Firebreath instead of Heat Metal at level 50&lt;br /&gt;
*Gptoss is about half the cost to use but does the same damage&lt;br /&gt;
*Dual Wield now functions correctly/at all when you have 2x/3x-cut&lt;br /&gt;
*fixed that rogue . when paralyzed&lt;br /&gt;
*converting gold to silver in banks is now free (but who does this)&lt;br /&gt;
*&#039;report offense&#039; shows magroll now&lt;br /&gt;
&lt;br /&gt;
== Changes 12-29-2017 ==&lt;br /&gt;
*Magroll is now percentage-based: 1 magroll is now equivalent to 1% more damage when casting a spell that deals damage.  Builders, keep this in mind going forward when/if adding Magroll to items!  Healing is also slated to be affected by this as well, but is not yet.&lt;br /&gt;
&lt;br /&gt;
== Changes 12-27-2017 ==&lt;br /&gt;
* &amp;quot;MAGROLL&amp;quot; is a thing now. It applies a flat damage bonus to most spells and damaging affects. There will be some exceptions (base Summoner spells), and there will be some instances where magroll has an exaggerated effect (multi- hit spells like Rainbow). Some builds will be better, some won&#039;t be affected, but none should take a nerf from this. Regardless, we&#039;re in uncharted territory!&lt;br /&gt;
* Characters receive a bonus to Magroll similar to how Strength affects Damroll in practice, this is going to be about... 5 magroll for most casters&lt;br /&gt;
* Builders can put Magroll on mobs and items (replaced previously nonfunctional bonus to saves vs paralysis?) -- use this sparingly, as you did damroll!!!&lt;br /&gt;
* Bleeding damage now caps at level*3 per round so megabosses don&#039;t drain dry for thousands of damage per round&lt;br /&gt;
* Enchant Weapon&#039;s effect with Damroll has been readjusted up to 15%. More tweaking possible pending smoothing out Magroll.&lt;br /&gt;
&lt;br /&gt;
== Changes 12-23-2017 ==&lt;br /&gt;
* any potential mob with vnum 3708 will be able to attack now (weird stock bug)&lt;br /&gt;
* many abilities no longer penetrate the Shell affect&lt;br /&gt;
* &#039;rod&#039; and &#039;event&#039; type items will display their current cooldown time when Scan&#039;d/examine&#039;d&lt;br /&gt;
* enchanted weapons were having their damage bonus DOUBLED -- this has been corrected from 20% extra damroll per enchant to 10%&lt;br /&gt;
** this seems like a nerf but check out the helpfile -- it was only SUPPOSED to be 5%&lt;br /&gt;
* giga drain&#039;s mp cost cut by 1/3&lt;br /&gt;
* vampires only regenerate 1hp/pulse while exposed to sunlight&lt;br /&gt;
* plus other changes I&#039;ve forgotten!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 6-15-2017 ==&lt;br /&gt;
UPDATES:&lt;br /&gt;
*Pip will refresh his inventory every day even when players are away.&lt;br /&gt;
*Flameshe and the pumpkinhead butler will now not accept items (for now)&lt;br /&gt;
*Electrical barrier seems to be working correctly.&lt;br /&gt;
*Aisu&#039;s door is two-way.&lt;br /&gt;
*El Nido quest list fixed&lt;br /&gt;
*Vehicle loss in quest rooms: There isn&#039;t really a good solution that doesn&#039;t involve revamping how vehicles work.&lt;br /&gt;
*Kiki responds to Elazul when appropriate.&lt;br /&gt;
*The certain Gypsy Camp quest has the appropriate story prerequisites now.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 6-04-2017 ==&lt;br /&gt;
* added &#039;glance&#039; command to show only room name, exits, and contents when &#039;brief&#039; is on&lt;br /&gt;
* re-added &#039;exits&#039; command -- beware of fake room names (re: mobprog trickery)&lt;br /&gt;
* re-added &#039;resistances&#039; command -- shows a short version when &#039;brief&#039; mode is on&lt;br /&gt;
* fixed a problem involving mobs with vampirism and the haunt affect which probably broke a bunch of other things too&lt;br /&gt;
&lt;br /&gt;
for builders:&lt;br /&gt;
* new exit flag &#039;nomob&#039;&lt;br /&gt;
&lt;br /&gt;
for me:&lt;br /&gt;
* cleared various compile warnings&lt;br /&gt;
* prototype &amp;quot;who&#039;s online&amp;quot; webpage cod.mudmagic.com/who.htm -- for now, only updates when a staff member types &#039;who2&#039;&lt;br /&gt;
&lt;br /&gt;
--Ben&lt;br /&gt;
&lt;br /&gt;
== Changes 3-29-2016 ==&lt;br /&gt;
Various other changes have went in, but here are the highlights:&lt;br /&gt;
&lt;br /&gt;
*oset is finished off with using flag names (vs their numerical value) in the value(0-4) slots, where needed. (the imm command &#039;set obj&#039; has been updated to do the same)&lt;br /&gt;
*&amp;quot;pet&amp;quot; has been added to the necromancers, to retrieve the corpse of all pets at once(that actually leave a corpse). Eg. necro pet&lt;br /&gt;
*Added affected2 if check eg. If affected2 focus&lt;br /&gt;
*Added fast affect2 flag (works like the fast vehicle flag)&lt;br /&gt;
*Added &#039;quicken spell&#039; (applies fast)&lt;br /&gt;
&lt;br /&gt;
== Changes 1-20-2016 ==&lt;br /&gt;
New mob commands:&lt;br /&gt;
   mset          - See &#039;help set&#039; for details&lt;br /&gt;
   oset          - This isn&#039;t actually new but more has been added to it, see &#039;help set&#039;&lt;br /&gt;
   mforce        - Allows players to execute mob commands without the use of an event item. (ie mob mforce $n mob cast fireball)&lt;br /&gt;
   mob face name - Mobs change their name tags&lt;br /&gt;
&lt;br /&gt;
New Variables:&lt;br /&gt;
   $A            - Same as $o, without quotes around name tags&lt;br /&gt;
   $b            - Mob&#039;s remember target&#039;s race&lt;br /&gt;
   $B            - Mob&#039;s remember target&#039;s level&lt;br /&gt;
   These have been added to &#039;help variable&#039; (Thanks Odwofi!)&lt;br /&gt;
&lt;br /&gt;
Various Changes:&lt;br /&gt;
   Brief mode is (re?)enabled due to volume of requests lately&lt;br /&gt;
   Wildcasting has been changed to a toggle&lt;br /&gt;
   Wildcasting has been added to affects2&lt;br /&gt;
   Affects2 can be toggled with mob flag&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=June_2021:_Midnight_Gardens&amp;diff=4309</id>
		<title>June 2021: Midnight Gardens</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=June_2021:_Midnight_Gardens&amp;diff=4309"/>
		<updated>2021-06-11T14:41:32Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: Added Deim&amp;#039;s Review, token&amp;#039;d both Coeurl and Deim.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Area of the Month for June 2021 is the [[Midnight_Gardens|Midnight Gardens]]!&lt;br /&gt;
&lt;br /&gt;
A template format for your review is below; click &#039;edit&#039; at the top of the page, copy-pasta from the &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt; to the next &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt;, and fill in the gaps!&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;&#039;&#039;&#039;Yes,&#039;&#039;&#039;&#039;&#039; a wiki account is required to edit the page and therefore post your review, but take heart: The wiki is hosted by the Cleft itself, not a third party!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player: You!(Class/Level)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Date(s): &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: X/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
How does the area&#039;s room descriptions(descs) work for you? Do they give you a good idea of the area? Do things that stand out in the desc and NEED explanation GET that, either from flavor text(extra-descs) or NPCs in the room or anything?&lt;br /&gt;
&lt;br /&gt;
What about mobiles(mobs) and their descriptions? Can you get a decent mental image of who or what this NPC/monster is? Do they respond when you talk or interact with them?&lt;br /&gt;
&lt;br /&gt;
Some areas have interact-able objects like fountains. Do they stack up well also?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: X/10 (OR N/A)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(NOTE: combat will be most accurately gauged when your character is in the area&#039;s suggested level range.)&lt;br /&gt;
&lt;br /&gt;
If this area has combat, how does it feel? Does anything jump as horribly overpowered and impossible to deal with? What about the flipside, anything far too easy to beat? &lt;br /&gt;
&lt;br /&gt;
Are purchased or rewarded items at the appropriate strength levels? Is the effort required to obtain rewarded items reflected in their usefulness (or uniqueness and fancifulness)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: X/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Why would you suggest someone come to this area?&lt;br /&gt;
Is it just a good place to grind experience(lots of mobs)?&lt;br /&gt;
Does the area provide a chunk of good gold and loot?&lt;br /&gt;
&lt;br /&gt;
What about the quests? Does this area&#039;s quests feel properly done, or is there some part of it that you feel needs work?&lt;br /&gt;
&lt;br /&gt;
For towns, are the shops good? Any other non-combative attraction for the area?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: X/10 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
How easily and well does this area connect to its nearby areas?&lt;br /&gt;
Does it make sense thematically to be connected to the areas it is?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player: Coeurl, as Remi (Geomancer/15-18)&#039;&#039;&#039; --TOKEN&#039;D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Date(s): 5/26-5/29&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: 7/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The descriptions paint a good picture of the area. The amount of extra descriptions I spotted seemed to be about right. &lt;br /&gt;
&lt;br /&gt;
There are actually several rooms with a stream or fountain that cannot be drunk from but there is a room with a functioning fountain so it&#039;s probably okay that every single room isn&#039;t a source of water.&lt;br /&gt;
&lt;br /&gt;
There are a couple of areas with repeating descriptions but the POINT of those areas is to be mazelike and difficult to navigate so this is not a negative.&lt;br /&gt;
&lt;br /&gt;
There is a gazebo in one room with an extra description with no way to interact with. This isn&#039;t NECESSARILY a bad thing but I was a little disappointed there wasn&#039;t a little more to check out there. Another room has some statues I wanted to get a closer look at but had no extra descs. This is really nitpicking though.&lt;br /&gt;
&lt;br /&gt;
You can attack the featured quest NPC (if you are some kind of a monster) and they do not have a special reaction or seem to have any mprogs. Seems like this should either be fixed or they should not be attackable. &lt;br /&gt;
&lt;br /&gt;
Every mob that I talked to responded, which I like to see. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The area struck me as quite well tuned overall. It&#039;s incredibly annoying that engaging a Crawler is basically GUARANTEED Blight and you&#039;ll watch a ton of your HP tick away after combat ends, but some mobs can just be annoying. As a vanilla geomancer I was challenged enough that I needed to rest reasonably often but didn&#039;t find anything that I absolutely COULD NOT kill.&lt;br /&gt;
&lt;br /&gt;
The Porobin Hoods are going to be a little bit rough if you come there on the low end (it&#039;s a level 16-25 zone, and they&#039;re level 21) and they&#039;re harder to completely ignore because they can steal from you, but at least you can somewhat prepare for that because banks exist. Other than Crawlers they were probably the most frustrating to deal with because they hit fairly hard and money you pick up in the area isn&#039;t safe.&lt;br /&gt;
&lt;br /&gt;
In fact, the major boss of the area was incredibly challenging, but still possible to solo. I was able to beat it on my own, but it required spamming the pumpkin pombs that I had collected in the area and I was in the single digits in HP. That strikes me as about perfect in terms of difficulty level. As a solo character I would not have been able to win if I had gone in any less prepared.&lt;br /&gt;
&lt;br /&gt;
There&#039;s a light you can obtain in the area that&#039;s thematically cool, but it has a negligible bonus and doesn&#039;t last for very long so it&#039;s a little disappointing. There are a couple of items that fill rarer equipment slots that are cool, though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: 8/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I was completely prepared to totally hate my life here because navigating non-linear mazes is not one of my strong points but weirdly, I enjoyed it a lot more than I expected! If you&#039;re unobservant as hell like me, drawing a map and finding a way to mark the rooms you&#039;ve been in is extremely helpful.&lt;br /&gt;
&lt;br /&gt;
It would not be the worst place to get experience, but it&#039;s not the best. There is at least one unique item that I can see being useful for a long time after you outlevel most of the benefits of the zone.&lt;br /&gt;
&lt;br /&gt;
The quest list does feel a bit short, with only one quest in the area that can be completed. It is, however, a slightly longer quest that could end up taking a very long time depending on how lost you get or how hard the hints are for you to piece together.&lt;br /&gt;
&lt;br /&gt;
Also, being as vague as possible to avoid qinfo, there is an item in the area that you will need to proceed if you didn&#039;t come prepared. I couldn&#039;t figure out a way to obtain the item without being a murderhobo, and I think I would have liked a less violent method to procure the item, given that it came from an a peaceful NPC. This could be another quest in the area, maybe?&lt;br /&gt;
&lt;br /&gt;
I found no shops in the area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: 10/10 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Elaborate garden connects to a forest. Sure, I have no trouble seeing it. Lots of plants either way, one is just more cultivated.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player: Deim, as Aelys (Elementalist 100/21-remort)&#039;&#039;&#039; --TOKEN&#039;D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Date(s): 7-6-2021&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Descriptions: 7/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Midnight Gardens looks and feels nice. You can tell it is what it says on the tin, a lovingly made garden to enjoy for a night time stroll. Past that first impression though, it shows its age, in that quite a few would be extra-descs pointed out in the room-descs, don&#039;t actually pan out as viewable. Given the very large span of the Zone, this is not entirely un-expected, it would amount to an awful lot of extra-descs, but it makes it feel less then it could-be, given there are still some earlier in that do pan-out.&lt;br /&gt;
The mobs though are again, nice, the descriptions are fitting and you can tell their inspirations for the most part. Interactively some of them feel a bit repetitive in their responses, especially the sapient ones, not the trash fight- mobs, but again, its a large zone, and bonus-points for even having Talk-responses including some downright hilarious ones.&lt;br /&gt;
For a Garden, it feels somewhat lifeless, in that the plants are not all that interactive, or at least the extra-desc ones. Yes, there are entire rooms set aside for treasure-chest flowers, a nice thematic touch. But what about all the &lt;br /&gt;
other flowers hinted at, this feels like a missed opportunity, which is somewhat of a recurring theme for the zone.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Balance: 6/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For such a large zone, it&#039;s Mob-density is actually quite nice, if somewhat scattered about, leaving entire sections feeling lifeless and, admittedly, allowing you to enjoy the pretty scenery. The Mob-diversity though, needs a lot of work. Again, it feels like a missed opportunity to not have more variety of Bugs and other garden pests around. The Bees in particular, are very repetitive, and could use more diversity. While the furthest part, is actually the best represented area for diversity. Which fits, since its also the most &#039;wild and overgrown&#039; part.&lt;br /&gt;
Awarded and Dropped Items are somewhat of a mixed bag, some are level appropriate, others are wildly not-level appropriate.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Attractions: 5/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Quite frankly I would not actually recommend Midnight Gardens past a single visit per remort. The Main, and only Quest in the Area is very nice, and in fact, very recommendable for its fun interactivity and its rewards, which is why it doesnt get a worse grade. But given that is all the area revolves around, once that&#039;s done, so then, are you. The Mob-density is alright for leveling, but it&#039;s scattered across a vast and large zone, which is not a good thing for leveling and the mob diversity, as and equally important, leaves much to be desired for leveling seriously. It works for during the quest, but as &#039;go there for this level range&#039;, nope.&lt;br /&gt;
Which, in all is rather sad, since it is a very large Zone, and it contains a lot of hints and possibilities for expansion, both the Zone itself, and More Quests there or near-it.&lt;br /&gt;
Some of the Dropped items have some potential, see wildly not-level appropriate, but a single pass through to do it&#039;s Quest should net you all that you need from that if such suits you.&lt;br /&gt;
Without wanting to enjoy a visit to a nice garden, there is thus really no reason to ever return here, which is again, rather sad.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Connections: 6/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Geographically, it makes sense for where it is, in that it is the place where the Moon Mana Stone is placed that makes Eternal Night a thing for the region. &lt;br /&gt;
Past that, it is a dead-end connection-wise, and devilishly tricky to find, let alone visit the first-time.&lt;br /&gt;
It has a lot of missed opportunities to connect to other-places, the Moon Tower itself, the Beast Kingdom and so-on. But given those other-places are non-existent at this point in time, that makes sense.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Personal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Midnight Gardens is nice as it is, and is a Good, fun zone. The Quest the entire zone revolves around is a joy to play the first time, and on repeat visits the next remort over. And it is exactly because of that, that it hurts that there is not in fact more to do there. It has a good foundation to be Great, but it settles for being Good.&lt;br /&gt;
More ExtraDescs, More HiddenPathways in the Maze, and More Mob-Diversity; But mostly, More Quests.&lt;br /&gt;
Give an actual reason to return to the Gardens, preferably by following up on its Main Quest so that To Be Continued proves True, or even better let us visit the Moon Tower and Fight Another ManaBeastie at its Top.&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=June_2021:_Midnight_Gardens&amp;diff=4286</id>
		<title>June 2021: Midnight Gardens</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=June_2021:_Midnight_Gardens&amp;diff=4286"/>
		<updated>2021-05-26T17:47:38Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: AotM creation Page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Area of the Month for June 2021 is the [[Midnight_Gardens|Midnight Gardens]]!&lt;br /&gt;
&lt;br /&gt;
A template format for your review is below; click &#039;edit&#039; at the top of the page, copy-pasta from the &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt; to the next &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt;, and fill in the gaps!&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;&#039;&#039;&#039;Yes,&#039;&#039;&#039;&#039;&#039; a wiki account is required to edit the page and therefore post your review, but take heart: The wiki is hosted by the Cleft itself, not a third party!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player: You!(Class/Level)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Review Date(s): &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Descriptions: X/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
How does the area&#039;s room descriptions(descs) work for you? Do they give you a good idea of the area? Do things that stand out in the desc and NEED explanation GET that, either from flavor text(extra-descs) or NPCs in the room or anything?&lt;br /&gt;
&lt;br /&gt;
What about mobiles(mobs) and their descriptions? Can you get a decent mental image of who or what this NPC/monster is? Do they respond when you talk or interact with them?&lt;br /&gt;
&lt;br /&gt;
Some areas have interact-able objects like fountains. Do they stack up well also?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance: X/10 (OR N/A)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(NOTE: combat will be most accurately gauged when your character is in the area&#039;s suggested level range.)&lt;br /&gt;
&lt;br /&gt;
If this area has combat, how does it feel? Does anything jump as horribly overpowered and impossible to deal with? What about the flipside, anything far too easy to beat? &lt;br /&gt;
&lt;br /&gt;
Are purchased or rewarded items at the appropriate strength levels? Is the effort required to obtain rewarded items reflected in their usefulness (or uniqueness and fancifulness)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attractions: X/10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Why would you suggest someone come to this area?&lt;br /&gt;
Is it just a good place to grind experience(lots of mobs)?&lt;br /&gt;
Does the area provide a chunk of good gold and loot?&lt;br /&gt;
&lt;br /&gt;
What about the quests? Does this area&#039;s quests feel properly done, or is there some part of it that you feel needs work?&lt;br /&gt;
&lt;br /&gt;
For towns, are the shops good? Any other non-combative attraction for the area?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Connections: X/10 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
How easily and well does this area connect to its nearby areas?&lt;br /&gt;
Does it make sense thematically to be connected to the areas it is?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Main_Page&amp;diff=4243</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Main_Page&amp;diff=4243"/>
		<updated>2021-05-06T20:47:54Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: Added changes 5-6-2021&lt;/p&gt;
&lt;hr /&gt;
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! style=&amp;quot;width: 33%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0340a6;&amp;quot; | Area of the Month&lt;br /&gt;
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| style=&amp;quot;vertical-align:top; background-color: #b6f2d0;&amp;quot; | &lt;br /&gt;
[[Changes_Log|&#039;&#039;&#039;Most Recent Updates to The Cleft of Dimensions&#039;&#039;&#039;]]&lt;br /&gt;
* [[Changes_Log#Changes_5-6-2021|Changes 5-6-2021]]: Most skills that use weapon damage are affected by damroll. Details in link.&lt;br /&gt;
* [[Changes_Log#Changes_5-5-2021|Changes 5-5-2021]]: Mystic Weapon fixes, more/less violence adjustments, healing spells adjusted for magroll, other bugfixes.&lt;br /&gt;
* [[Changes_Log#Changes_5-3-2021|Changes 5-3-2021]]: Tweaks to Comet Punch and Double Image&lt;br /&gt;
* [[Changes_Log#Changes_5-1-2021|Changes 5-1-2021]]: New Builder toys.&lt;br /&gt;
* [[Changes_Log#Changes_4-25-21|Changes 4-25-21]]: Wide and varied fixes, minor buff to mushroomize, new Bedit sector flags.&lt;br /&gt;
* [[Changes_Log#Changes_4-4-21|Changes 4-4-21]]: Spell tweaks, new [[Project Tuna]] version.&lt;br /&gt;
* [[Changes_Log#Changes_3-24-21|Changes 3-24-21]]: More Combomagic compatible spells, bugfix for jutsu, misc tweaks.&lt;br /&gt;
* [[Changes_Log#Changes_2-15-21|Changes 2-15-21]]: Various minor spell fixes, buff to status-effects of most T2 wizard spells, Debilitate disabled.&lt;br /&gt;
* [[Changes_Log#Changes_1-23-21|Changes 1-23-21]]: Bedit fixes, bug-report fixes.&lt;br /&gt;
&lt;br /&gt;
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| style=&amp;quot;vertical-align:top; background-color: #b6f2d0;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;[[Area_of_the_Month | Area of the Month]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Area of the Month for January 2020 is [[January_2020:_Bubbly_Clouds|Bubbly Clouds]]!!&lt;br /&gt;
&lt;br /&gt;
Scattered throughout Guardia and Fa&#039;Diel are a handful of eccentric individuals who offer&lt;br /&gt;
a very interesting experience indeed: A trip to the skies!&lt;br /&gt;
Go for a blast of a ride, get lost among the clouds, then fall back to earth and drop us&lt;br /&gt;
a review for your share of the [[Player_Housing|restring tokens]]!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-------------------------------------------------------------------------------------&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:top; background-color: #b6f2d0;&amp;quot; | &lt;br /&gt;
{{FeaturedArticle}}&lt;br /&gt;
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|}&lt;br /&gt;
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! style=&amp;quot;width: 33%;vertical-align:top;border: 1px solid #101010; color: #fff; background-color: #0e4040;&amp;quot; | Builder Compendium&lt;br /&gt;
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| style=&amp;quot;vertical-align:top; background-color: #b6f2d0;&amp;quot; | &lt;br /&gt;
;Builder Info&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
On this page, we will try to present and iron out all the hard facts of the [http://cod.mudmagic.com Cleft of Dimensions] universe. Yes, we&#039;re probably making a lot of this stuff up as we go along. Regardless - this is canon in the making!&lt;br /&gt;
&lt;br /&gt;
Any and all CoD staff members are invited to make contributions to the article pages. However, if you&#039;re adding something controversial, make sure to discuss it on a discussion page first. All CoD players are invited to make contributions to the discussion pages, but I ask that you don&#039;t modify the article pages.&amp;lt;br&amp;gt;&lt;br /&gt;
- MTS 11:02, 5 February 2006 (PST)&lt;br /&gt;
&lt;br /&gt;
Clan leaders can create and edit pages for their clan at their discretion, also. This way, we resolve the headache of keeping the main website updated continually.&amp;lt;br&amp;gt;&lt;br /&gt;
- Ben 10:27, 23 November 2007 (EST)&lt;br /&gt;
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&amp;quot;Nature and Nature&#039;s Laws lay hid in night;&amp;lt;br&amp;gt;God said, &#039;Let Newton be!&#039; -- And all was light.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Changes_Log&amp;diff=4242</id>
		<title>Changes Log</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Changes_Log&amp;diff=4242"/>
		<updated>2021-05-06T20:46:53Z</updated>

		<summary type="html">&lt;p&gt;Sunflash: Added changes 5-6-2021&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Cleft of Dimensions is constantly being updated, poked, prodded, and tweaked. To keep everyone informed of the various changes, the Immortals semi-regularly post Change Notes in-game.&lt;br /&gt;
This page will copy those notes as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= 2021 Change Notes =&lt;br /&gt;
&lt;br /&gt;
== Changes 5-6-2021 ==&lt;br /&gt;
&lt;br /&gt;
The following skills are now affected by damroll:&lt;br /&gt;
&lt;br /&gt;
For warriors:&lt;br /&gt;
*iaido&lt;br /&gt;
*hylian fencing&#039;s extra attacks&lt;br /&gt;
*lunge&lt;br /&gt;
*overpower&lt;br /&gt;
*smash&lt;br /&gt;
*hammerhand&lt;br /&gt;
*riposte&lt;br /&gt;
*ultra jump&lt;br /&gt;
&lt;br /&gt;
For Thieves:&lt;br /&gt;
*fling&lt;br /&gt;
*(circle and backstab already got damroll benefits)&lt;br /&gt;
&lt;br /&gt;
For Knights:&lt;br /&gt;
*soulblade (both versions)&lt;br /&gt;
*retort&lt;br /&gt;
&lt;br /&gt;
For Dancers:&lt;br /&gt;
*dance (when used offensively)&lt;br /&gt;
*Self-hits from polka polka, masochism tango, or other sources of confusion, will now factor in the victim&#039;s own damroll, which generally makes these status affects more dangerous!&lt;br /&gt;
&lt;br /&gt;
For people hanging on to weird skills:&lt;br /&gt;
*aurablast&lt;br /&gt;
*cadenza&lt;br /&gt;
&lt;br /&gt;
Since the damage from these skills is nominally based on your weapon attacks, this will bring them more in line with expectations at high levels.&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 5-5-2021 ==&lt;br /&gt;
&lt;br /&gt;
*mystic weapons were not working correctly&lt;br /&gt;
*attempting to send a tell while &#039;deaf&#039; gives a more sensical error message&lt;br /&gt;
*&#039;moreviolence&#039; is now a synonym for &#039;lessviolence&#039;&lt;br /&gt;
*your pets&#039; kills will no longer ignore your lessviolence preference&lt;br /&gt;
*healing spells wielded against the undead were double-dipping in magroll -- these will now generally do less damage if you have high magroll&lt;br /&gt;
*healing spells&#039; relationship with magroll was not subject to the normalization formula -- these will now generally do less healing if you have high magroll&lt;br /&gt;
*rejuvenate and sarcosis healing were not affected by magroll at all; now they are!&lt;br /&gt;
*flare star&#039;s afterdamage should no longer hit otherwise-unattackable mobs&lt;br /&gt;
*fixed a bug where items would stop decaying... maybe&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
* New rset field &amp;quot;reset&amp;quot;&lt;br /&gt;
   Takes one of two arguments &amp;quot;room&amp;quot; and &amp;quot;area&amp;quot;&lt;br /&gt;
   &#039;mob rset reset room&#039; resets the room that the mob is currently in.&lt;br /&gt;
   &#039;mob rset reset area&#039; resets the area of the room the mob is currently in.&lt;br /&gt;
&lt;br /&gt;
-Ozlynn&lt;br /&gt;
&lt;br /&gt;
==Changes 5-3-2021 ==&lt;br /&gt;
&lt;br /&gt;
*Comet Punch Fluff&lt;br /&gt;
Comet punch now factors in strength, dexterity, hitroll and damroll. This is gated by a requirement that strength and dexterity are at 16 or higher.&lt;br /&gt;
   * Hitroll slightly boosts the chance for the first punch&lt;br /&gt;
   * Dexterity and hitroll slightly boosts the chance for additional hits&lt;br /&gt;
   * Strength and damroll have a chance to give bonuses to damage&lt;br /&gt;
   * Dexterity and hitroll determines the chances of the strength/damroll damage bonus.&lt;br /&gt;
   * Successful bonuses are indicated by an all-caps message.&lt;br /&gt;
 &lt;br /&gt;
*Double Image Fluff &lt;br /&gt;
Double now factors in dexterity and speed(EG haste, slow, fast, frenzy).&lt;br /&gt;
   * Skill success slightly increases with a dexterity of 16 or higher (higher dexterity = higher chance bonus)&lt;br /&gt;
   * Skill success slightly increases with speed affects (and they stack) (Fast, Frenzy, Haste)&lt;br /&gt;
   * Skill success slightly diminishes with Slow (still offset by other speed affects and dexterity)&lt;br /&gt;
    * Chance of the double being the target is slightly boosted by dexterity, if it&#039;s 16 or higher&lt;br /&gt;
   * Chance of double remaining after having been the target is slightly boosted by dexterity, if its 16 or higher&lt;br /&gt;
&lt;br /&gt;
*Bloodsuck doesn&#039;t work on players for now because it&#039;s crashy.&lt;br /&gt;
&lt;br /&gt;
--Ozlynn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 5-1-2021 ==&lt;br /&gt;
&lt;br /&gt;
*Area if check&lt;br /&gt;
 EG if area $i == 1 // is $i in the immortal area? &lt;br /&gt;
*New rset arguments!&lt;br /&gt;
* Affects:&lt;br /&gt;
    brainstorm&lt;br /&gt;
    consecrate or consecrate_neutral&lt;br /&gt;
    consecrate_good&lt;br /&gt;
    consecrate_evil&lt;br /&gt;
    quicksand&lt;br /&gt;
    hprain&lt;br /&gt;
    sunstroke&lt;br /&gt;
    timewarp&lt;br /&gt;
    timestop&lt;br /&gt;
    meteo&lt;br /&gt;
    grease&lt;br /&gt;
    skylight&lt;br /&gt;
* save&lt;br /&gt;
    EG mob rset save&lt;br /&gt;
    flags the area of the mobs room as changed and then runs &#039;asave changed&#039;&lt;br /&gt;
    useful for saving rset room descs etc&lt;br /&gt;
&lt;br /&gt;
--Ozlynn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 4-25-21 ==&lt;br /&gt;
&lt;br /&gt;
*objects which are not necessarily flagged decaying but still under 100 condition somehow, will reveal this information when Scan/examined now&lt;br /&gt;
*certain sociable mobs will no longer force the player to do socials, instead of doing the social themselves as originally intended (i.e. catching runaway dogs will no longer make YOU lick THEM)&lt;br /&gt;
*the Courage spell now has a lower cost, less lag, and attempts to dispel Fear&lt;br /&gt;
*fixed an issue with event items not cooling down (probably)&lt;br /&gt;
*the mogdance skill was not usable due to targeting issues&lt;br /&gt;
*&#039;Train&#039; has much less rigid syntax now&lt;br /&gt;
*oozaru will only warn you once when it&#039;s 4 pulses from wearing off&lt;br /&gt;
*removed glitch output when using bedit show in a non-housing room&lt;br /&gt;
*scrolls can be &#039;recite&#039;d from an equipment slot, if you ended up holding one somehow&lt;br /&gt;
*picking up coins from the ground no longer gives glitch output&lt;br /&gt;
*act_passive mobs&#039; hp, mana, and mv are no longer visible in combat via the tertiary window&lt;br /&gt;
*disrupting weapons (like earthy) now do slightly more damage than comparable weapon flags, to account for the lack of an associated status effect&lt;br /&gt;
*portal objects reveal their charges and flags (if any) when identified&lt;br /&gt;
*entering a portal to a player house you live in, now works when the house is private&lt;br /&gt;
*mobs with AI that are affected by Ink Blast will often take longer to find a target (effectively a 50% chance each pulse to act like they are blind)&lt;br /&gt;
*mushroomize now sometimes scrambles targeting of mobs with ai and/or assist flags (50% chance to hit a random character or mob in the room, which may be the &#039;correct&#039; target anyway, each time they try to  assist or retarget)&lt;br /&gt;
*the Pick skill will not get &#039;stuck&#039; on non-portal/container objects (e.g. &amp;quot;pick east&amp;quot; attempting to unlock an easter egg instead of the exit to the east)&lt;br /&gt;
*new mobprog ifcheck recentdam, e.g. if recentdam $n &amp;gt; 4 (returns true if $a is greater than 4, whether set by awarded xp or mob damage)&lt;br /&gt;
*turning the OOC channel off now also suppresses discord ooc messages, as intended&lt;br /&gt;
*new Bedit command &#039;sector&#039; changes roomsector for 100 gold&lt;br /&gt;
*new Bedit command &#039;indoors&#039; allows toggling of indoors room flag for 50 gold&lt;br /&gt;
 &lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 4-4-21 ==&lt;br /&gt;
&lt;br /&gt;
*the Halo spell can now start or finish a combo (light)&lt;br /&gt;
*fixed a crash bug involving gmcp&lt;br /&gt;
**probably&lt;br /&gt;
*weapon flags and procs of offhand weapons will fire now! this makes dual wield generally better&lt;br /&gt;
*the chance of screwing up a Scroll when intelligence is under 9 now DECREASES with higher wisdom instead of increasing&lt;br /&gt;
*Black Wind no longer makes Sentinel mobs flee&lt;br /&gt;
&lt;br /&gt;
*project tuna has been updated to version 1.4b!&lt;br /&gt;
**now connects to cleftofdimensions.net by default&lt;br /&gt;
**that&#039;s it, thats all that&#039;s changed&lt;br /&gt;
**get it: http://www.cleftofdimensions.net/ProjTuna_1_4b.zip&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 3-24-21 ==&lt;br /&gt;
&lt;br /&gt;
*MSSP information no longer points to mudmagic&lt;br /&gt;
*new thief characters were not getting their second weapon type selection&lt;br /&gt;
*deleting a reset now flags an area as changed (so that it &#039;asave&#039;s properly)&lt;br /&gt;
*fixed a crash bug when selling furniture in bedit&lt;br /&gt;
*the following spells can now start or finish a combospell: fire, fira, firaga, blizzard, blizzara, blizzaga, thunder, thundara, thundaga, magic missile (as energy), heat metal (fire), aura blast (as innate), star rain (randomly earth, fire, or energy to finish a combo. as the element of the last hit to begin a combo)&lt;br /&gt;
*none-innate Jutsu&#039;s chance to blind is now based on the victim&#039;s Saves, not the user&#039;s (?!)&lt;br /&gt;
*Ancient Power was applying extra combo targeting spuriously&lt;br /&gt;
*Heat Metal now uses log2 instead of log10 for its damage potential, so it will generally deal much more&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 2-15-21 ==&lt;br /&gt;
&lt;br /&gt;
*bedit now flags the &#039;source&#039; area as changed too; this was causing some houses to mysteriously disappear!&lt;br /&gt;
*fix to the spell echoes from Infravision&lt;br /&gt;
*cleared some compiler warnings&lt;br /&gt;
*improvement to Rescue AI for armor golems with Junction Health&lt;br /&gt;
*Dispel can now remove Titans/Alexanders/Alraunes Favour affects&lt;br /&gt;
*the Geomance spell has a 10% damage bonus if used with a Terraform terrain&lt;br /&gt;
*a Charged Maneater has a marginally greater chance of eating larger foes&lt;br /&gt;
*a Charged Burst, Lucent Beam, Ray, Ray of Truth, Viro Plasm, Gyro Ball, Bubblebeam, Firebreath, Gastro Acid, or Thunderbolt has a slightly higher chance to apply its status effect&lt;br /&gt;
*the Debilitate spell has been disabled until it can be bugfixed&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 1-23-21 ==&lt;br /&gt;
&lt;br /&gt;
*bedit will automatically save your changes to area files; houses shouldn&#039;t be lost in crashes anymore&lt;br /&gt;
*fixed a crash bug when attempting to log in when you are already logged in&lt;br /&gt;
*website now shows the nearly current wholist again&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS: &lt;br /&gt;
*MAX_CALL_LEVEL errors now reveal mob and prog vnums in the log&lt;br /&gt;
*several html files that the game creates should be created in the correct directories again&lt;br /&gt;
*core dumps are back...?&lt;br /&gt;
 &lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 1-1-21 ==&lt;br /&gt;
&lt;br /&gt;
* updated borg for compatibility with Discord Gateway v8 API&lt;br /&gt;
* salient characters eventually see the MOTD when they log in&lt;br /&gt;
* on character creation, Protuna users get shown art when choosing weapons&lt;br /&gt;
* %d in prompts interacts correctly with commands like &amp;quot;climb tree&amp;quot;&lt;br /&gt;
* fixed an area reset timing bug&lt;br /&gt;
* fixed a rare game-freezing bug involving Discord&lt;br /&gt;
&lt;br /&gt;
For builders:&lt;br /&gt;
* fixed incorrect interpretation of flags on &#039;mob asset&#039; and &#039;mob award&#039;&lt;br /&gt;
&lt;br /&gt;
-MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= 2020 Change Notes =&lt;br /&gt;
&lt;br /&gt;
== Changes 11-7-20 ==&lt;br /&gt;
&lt;br /&gt;
* the five remort races are now available to new characters&lt;br /&gt;
* linkdead players should no longer interfere with area repop&lt;br /&gt;
* dancers can now &#039;dance&#039;&lt;br /&gt;
* Polka Polka moved from level 1 to level 3&lt;br /&gt;
* moogle qspell &#039;dance&#039; renamed &#039;mogdance&#039;&lt;br /&gt;
&lt;br /&gt;
For Builders:&lt;br /&gt;
* some sociable non-humanoids respond to socials based on race&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
== Changes 11-4-20 ==&lt;br /&gt;
&lt;br /&gt;
*  fixed a quest bug in faron woods&lt;br /&gt;
*  the %r prompt option should work correctly in dark rooms if you have infrared or darkvision now&lt;br /&gt;
*  more bugfixes in bedit&lt;br /&gt;
*  armcannons won&#039;t get WORSE at levelup anymore&lt;br /&gt;
*  google analytics added to the wiki... we are watching u :)&lt;br /&gt;
*  bugfix to the &#039;delete&#039; command&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
*  new behav flag &#039;broke&#039; wipes a mob&#039;s gold and silver when it spawns&lt;br /&gt;
&lt;br /&gt;
SIDENOTE: As with most other MUDs, data to or from this game may be sent&lt;br /&gt;
unencrypted or &#039;in the clear&#039;, and would be visible to anyone inclined to snoop &lt;br /&gt;
on your network traffic. This includes your password! As a general security &lt;br /&gt;
practice, don&#039;t use the same password for your Cleft of Dimensions character as &lt;br /&gt;
you use for other accounts or websites, as the connection is not inherently very &lt;br /&gt;
secure.&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 9-30-20 ==&lt;br /&gt;
&lt;br /&gt;
* you can now group with players of any level&lt;br /&gt;
* for XP gain, a group&#039;s effective level is based on its highest member&lt;br /&gt;
* increased the XP bonuses for the first 10 levels&lt;br /&gt;
* three attempts are given to input password before disconnect&lt;br /&gt;
* a player&#039;s scroll setting persists on remort&lt;br /&gt;
* Discord chat sync experiences fewer interruptions&lt;br /&gt;
* Gem Missile has more extreme variation in damage&lt;br /&gt;
* slight reskin to Darkside&lt;br /&gt;
* fixed a bug that prevented lessviolent treasure chests from decaying&lt;br /&gt;
* fixed a bug where pageless mode broke the replay command&lt;br /&gt;
&lt;br /&gt;
For Mudlet-Protuna:&lt;br /&gt;
* new characters get a different prompt and also autosort&lt;br /&gt;
* it is no longer necessary to input your character name twice&lt;br /&gt;
* non-compact mode works&lt;br /&gt;
&lt;br /&gt;
For builders:&lt;br /&gt;
* gcall command for executing call progs on groups of targets&lt;br /&gt;
&lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
== Changes 9-21-20 ==&lt;br /&gt;
&lt;br /&gt;
* the &#039;delete&#039; command now requires your password to confirm deletion&lt;br /&gt;
* LOTS of tweaks and fixes to bedit&lt;br /&gt;
* new area flag &#039;no_housing&#039; disables housing in that area&lt;br /&gt;
* BUILDERS: please apply this to areas you don&#039;t want houses in!&lt;br /&gt;
* new area flag &#039;restricted_housing&#039;... does nothing yet&lt;br /&gt;
* MANY areas have had their security raised to 9... as a practical effect for players, this will make cleft rift both more spicy and more reliable&lt;br /&gt;
* brains once again decay properly&lt;br /&gt;
 &lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 9-4-20 ==&lt;br /&gt;
&lt;br /&gt;
* weapons will reveal their type even if unidentified when &#039;examine&#039;d&lt;br /&gt;
* fixed an issue where MUD output would be sent to the tertiary protuna window during character creation&lt;br /&gt;
* new spell for use in the ancient cave (not for players or normal mobs really)&lt;br /&gt;
* autosorted items are sorted by type alphabetically instead of basically random&lt;br /&gt;
* formatting for an autosorted inventory is a little prettier&lt;br /&gt;
* fixed bad output when failing to loot unique items from a container&lt;br /&gt;
* new &#039;BEdit&#039; olc mode added; access limited while in testing&lt;br /&gt;
* you can enter a room with an owner set, as long as it&#039;s not also flagged private&lt;br /&gt;
* but, you can no longer enter a room set to private unless you&#039;re on the owner list&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 8-30-20 ==&lt;br /&gt;
&lt;br /&gt;
* players get more base MV but gain less MV/level. Same final MV at lvl 100.&lt;br /&gt;
* added festival channel for communication during festivals&lt;br /&gt;
* XP is gained by both parties when a presence activates&lt;br /&gt;
* the message replay buffer persists even if you logout&lt;br /&gt;
* a wider range of actions appear in the message backlog&lt;br /&gt;
* various fixes to Mudlet-Protuna&lt;br /&gt;
* infowrite shows up in chathistory&lt;br /&gt;
* &#039;dance&#039; is a context-dependent synonym for &#039;cast&#039; or &#039;emote&#039; for dancers&lt;br /&gt;
* fixed a Discord desync issue&lt;br /&gt;
&lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 6-29-20 ==&lt;br /&gt;
&lt;br /&gt;
* a &#039;Project Tuna&#039; package has been written for Mudlet. Connect to CoD via Mudlet to get it automatically.&lt;br /&gt;
* presence command added, allowing custom scripts to be run when you&#039;re AFK or linkdead. &#039;Help presence&#039; for details. &#039;Talk&#039; to any players you meet!&lt;br /&gt;
* autoreplay mode added: toggle it to replay tells on return from AFK&lt;br /&gt;
* notification of missed tells is shown on return from linkdead, not just afk&lt;br /&gt;
* players of &#039;salient&#039; users stay present in the world indefinitely&lt;br /&gt;
* every player on the wholist is now physically present in the Cleft&lt;br /&gt;
* linkdead players in combat will attempt to flee if recall fails&lt;br /&gt;
* lessviolence mode added: toggle it to alter gibs and corpses&lt;br /&gt;
* physical skills such as dirt kicking no longer trigger runic&lt;br /&gt;
* logging off while affectted by Zombify probably no longer crashes the game&lt;br /&gt;
* Gastro Acid no longer make Reploids infinitely hungry&lt;br /&gt;
* forced actions no longer break afk (e.g., forced saves before copyovers)&lt;br /&gt;
&lt;br /&gt;
For builders:&lt;br /&gt;
* &#039;discordutil salience&#039; to specify salient users&lt;br /&gt;
* mpedit reports when an edited mobprog affects an event item&lt;br /&gt;
* &#039;if enchant $o &amp;gt; 0&#039; ifcheck works&lt;br /&gt;
&lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 6-18-20 ==&lt;br /&gt;
&lt;br /&gt;
* Grapevine webclient now shows hp/mp/mv gauges&lt;br /&gt;
* auto-logout timer reduced from 7 days to 3 days&lt;br /&gt;
* fixed a bug where NPC groupmates in vehicles could cause crashes&lt;br /&gt;
* fixed a bug where logging off while mushroomized crashed the game&lt;br /&gt;
* fixed a bug where Discord usernames got affixed with strings of numbers&lt;br /&gt;
* fixed a bug where counterattacking area attacks could crash the game&lt;br /&gt;
* power surge now affects only only offensive and defensive spells&lt;br /&gt;
* the &amp;quot;you are here&amp;quot; map indicator no longer ignores brief mode&lt;br /&gt;
* new commands for desc editor: .sc, .la, &amp;amp; .lz. See .h for details&lt;br /&gt;
&lt;br /&gt;
For builders:&lt;br /&gt;
* rooms and furniture with 0% regeneration entirely prevent regeneration&lt;br /&gt;
* infowrite shows up in chathistory&lt;br /&gt;
* added festival channel&lt;br /&gt;
&lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= 2019 Change Notes=&lt;br /&gt;
&lt;br /&gt;
== Changes 12-29-19 ==&lt;br /&gt;
&lt;br /&gt;
* Discord usernames containing spaces translate to correct CoD playernames&lt;br /&gt;
* nochan and quiet affect yell and shout&lt;br /&gt;
* auto-quit timeout length is prorated by character level&lt;br /&gt;
* fixed a bug where multiple effects elapsing all at once caused weird output&lt;br /&gt;
* music channels are now synchronized between CoD and Discord&lt;br /&gt;
* nofollow now requires confirmation&lt;br /&gt;
* nofollow no longer stops ungrouped NPCs from following you&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 12-18-19 ==&lt;br /&gt;
&lt;br /&gt;
* New Areas:&lt;br /&gt;
* Gringey City, 16-20 is now linked and available. It is technically the first link to Shadmire&#039;s mainland. Hooray! You&#039;ll need to find a boat there. Look for passage from some of the islands near to it. (check the atlas!)&lt;br /&gt;
* Milky Well, 16-20 is now linked and available. It should be pretty straight forward to find once you find Gringey City.&lt;br /&gt;
* we know the links to these areas outlevel the intended area range for the areas. Shadmire is highly a work in progress, please bear with us :)!&lt;br /&gt;
 &lt;br /&gt;
* Area changes:&lt;br /&gt;
* Pinata Grove: Drop rates for gems has increased (exchange rates are the same).&lt;br /&gt;
* There is now a more interesting reward available for turn in after completing all three reward tiers in the Pinata and Friends Reward Program, including a small change to the original rewards tiers.&lt;br /&gt;
* Goreomemu Swamp: The Bog Witch&#039;s rotting lair of frustrating maze-death has seena significant overhaul, including but not limited to, increased amounts of and more interesting item drops, wealthier mobs, more experience gains, more fantastic attractions and quests, more interactive NPCs, more locations to find, more environmental consistency, and more straightforward hints about how to handle the wasteland. &lt;br /&gt;
* The area was also increased in level range entirely from 61-70 to 71-75, and all mobs and bosses were made MUCH more difficult to balance out all these pleasant-sounding additions. Bring plenty of potions and come on by!&lt;br /&gt;
&lt;br /&gt;
* World:&lt;br /&gt;
* Pinata Grove is no longer accessible via Oreyndur Forest. Its location has been moved more appropriately to Shadmire.&lt;br /&gt;
 &lt;br /&gt;
* Item changes:&lt;br /&gt;
* Piece of Heart, Piece of Mind, and (new!) Piece of Velocity items are all automated and limited to four exchanges per type, per life (16 pieces of each). Some older pieces may not work correctly. Please ask for an Immortal&#039;s assistance if this comes up. If you&#039;ve already made exchanges this life and intend to cap out, please let an Immortal know so we can properly qflag you. (I already wrote a note about this, it&#039;s just a recap, thanks.)&lt;br /&gt;
&lt;br /&gt;
* !!! Weapons en masse have been tweaked.&lt;br /&gt;
* Weapons will now more be more predictable in whether or not they will be good and more consistent in their damage based on their level. Shop weapons in regular towns are all more or less slightly worse than similarly leveled weapons  from quests or drops. Weapons increase in their overall average damage as levels increase in a more reliable fashion. Some weapons that were meant to be terrible are still terrible.&lt;br /&gt;
 &lt;br /&gt;
* A very large amount of weapons have been added to the game in low level ranges. There are plans to continue to add weapons where there are gaps in all level ranges but it takes awhile so I&#039;m taking a small break.&lt;br /&gt;
 &lt;br /&gt;
* Not proficient in short slashing? There are now (LEGENDARY) level 1 weapons for each weapon class! The mobs that are capable of dropping them have broadened. The drop rate was slightly increased to accommodate the fact that  there is now a roulette of weapon types to roll through before you&#039;re able to get one you can actually use.&lt;br /&gt;
 &lt;br /&gt;
* All weapons are candidates for having been altered. This includes increases or reductions in their damdice as well as alterations of stats. Many weapons in the level 30-40ish range were buffed significantly, this was one of the largest problem areas. Of particular note, the Truce Army Knife was very substantially buffed.&lt;br /&gt;
&lt;br /&gt;
* Some weapon shop changes have occurred:&lt;br /&gt;
*  - Alfador Isle weapons were increased from level 30 to 35 and buffed accordingly&lt;br /&gt;
*  - Tonoe weapons are now the &#039;level 30&#039; weapons and were buffed because they were far too weak, even for shop weapons(this is reflected on the wiki so feel free to continue to send newbies over there for this information)&lt;br /&gt;
 &lt;br /&gt;
Note enchanted weapons would not have rolled over to the new stats. If you have very hard or impossible to get enchanted weapons that haven&#039;t updated, it would not be unreasonable to ask for me (cooper) to help you out. &lt;br /&gt;
However, please restrict it to your items that can no longer be obtained, are highly altered, or are restrung or otherwise not as simple to replace as finding and enchanting a new one. &lt;br /&gt;
I understand it is inconvenient to feel like you need to replace your weapons because now their damage is (MIGHT BE) higher, but I don&#039;t think I have the patience to help set 30 people&#039;s 30 different weapons each.&lt;br /&gt;
&lt;br /&gt;
- Cooper&lt;br /&gt;
&lt;br /&gt;
== Changes 12-2-19 ==&lt;br /&gt;
&lt;br /&gt;
* the wholist on cleftofdimensions.net works over HTTPS&lt;br /&gt;
* &#039;exits&#039; no longer reveals room titles for certain mazelike rooms&lt;br /&gt;
* when max HP/MP/MV mods wear off, current stats immediately adjust&lt;br /&gt;
* fixed a bug where pets could sometimes go into trance&lt;br /&gt;
* Lava Wave&#039;s smolder DoT is applied correctly&lt;br /&gt;
* on Discord, certain important messages are augmented with chickens&lt;br /&gt;
&lt;br /&gt;
For builders:&lt;br /&gt;
* questquery is able to show more output&lt;br /&gt;
* &#039;mob skill&#039; no longer works with passive skills&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
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&lt;br /&gt;
== Changes 11-29-19 ==&lt;br /&gt;
&lt;br /&gt;
* typing &#039;areas&#039; below level 6 shouldn&#039;t show you ALL the areas (unless you want it to, then do &#039;areas all&#039;)&lt;br /&gt;
* translated a few more OLC error messages still in spanish&lt;br /&gt;
* Earthquake now actually increases base damage when charged, and it has the cooldown it was always meant to have&lt;br /&gt;
* Belfry pets are now act2 carrynone and can carry no objects at all&lt;br /&gt;
* bugfix: Darkmatter won&#039;t cause bleeding if the caster has no blood (was: if the TARGET didn&#039;t have blood????)&lt;br /&gt;
* a few spells of other classes can now be used to set up or complete a combospell: &lt;br /&gt;
  Ray/Ray of Truth (moon), Bramble (wood), Earthquake&lt;br /&gt;
  (earth), Firebreath (fire), Tsunami (water), Blam Gush (wind),&lt;br /&gt;
  Dins Fire (fire), Solarbeam (moon), Tornado (wind), Laser Beam&lt;br /&gt;
  (moon), Darkmatter (moon), Ink Blast (moon), Pearl (moon), Orb&lt;br /&gt;
  User (fire or wind), and Jutsu (any), &lt;br /&gt;
* Some other spells would make sense to be comboable but will be harder to do... stand by&lt;br /&gt;
* Retargeting Mobs affected by Sleep should no longer scream and attack&lt;br /&gt;
* Bloodsucking mobs will not change your alignment anymore&lt;br /&gt;
* moon-innate Jutsu now deals Light damage, not Energy&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* $a and $B work as numerical arguments for even more ifchecks&lt;br /&gt;
* $a, $B, $i, $n, $q, and $z work as STRING arguments for some checks&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
== Area Changes 11-13-2019 ==&lt;br /&gt;
&lt;br /&gt;
Areas:&lt;br /&gt;
* Orbs of Escher - this area is available. The descs were written by AI and it was CoD&#039;s submission to NaMuBuMo. Enjoy!&lt;br /&gt;
 &lt;br /&gt;
Changes:&lt;br /&gt;
* It is now no longer possible for your favorite randomly appearing mobs to be found inside player houses, the atlas, the Hikari no Matsuri festival, and most inaccessible places. This includes existing ones and any future ones for all events and purposes.&lt;br /&gt;
* The undead/zombie/vampire status of mobs has been tinkered with. Any previously damageable-by-healing mobs that lack the &amp;quot;zombie&amp;quot; tag are HIGHLY LIKELY still damage-with-healing-able so don&#039;t worry, it is all an aesthetic change. HOWEVER many not-previously-zombies will become damage-with-healing-able if they appear undead (skeletons, ghosts). additionally, vampires should typically not be damage-with-healing-able.&lt;br /&gt;
* Probably other stuff has happened I don&#039;t remember&lt;br /&gt;
 &lt;br /&gt;
love, cooper&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
== Changes 11-10-2019 ==&lt;br /&gt;
&lt;br /&gt;
* new skill: rebuke - applies Fear to an undead enemy with a high chance may also apply confuse or burn at high skill levels&lt;br /&gt;
* Priests get rebuke at level 15&lt;br /&gt;
* new toggle command &#039;niceguy&#039; -- while niceguy mode is on, mobs affected by Fear will not attempt to run away from you (off by default)&lt;br /&gt;
* new spell Belfry - summons a flock of doves, flock of pigeons, or cloud of bats, based on the caster&#039;s alignment. the conjured flock can dodge, block, and even phalanx, but has mediocre hit points&lt;br /&gt;
* Priests get Belfry at level 17&lt;br /&gt;
* new spell Miracle Saber - applies Holy or Unholy to a weapon based on caster&#039;s alignment&lt;br /&gt;
  ** i realized after the fact that this is just a better Crusader Saber so stand by for this to get changed lmfao&lt;br /&gt;
* Priests get Miracle Saber at level 20&lt;br /&gt;
* new skill anoint - use liquid in a container to apply a Saves and Magroll buff to a target. using certain alignment-dependend liquids quintruples the duration of the buff&lt;br /&gt;
* priests get anoint at level 23&lt;br /&gt;
* Sacrificing in Consecrated rooms is massively simplified&lt;br /&gt;
* Mend and Vitalize restore 33% more HP to other characters if they have similar alignments&lt;br /&gt;
* Priests (and only priests) can choose their alignment at creation now (blank line bug fixed next copyover - just hit enter an extra time)&lt;br /&gt;
 &lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 11-9-2019 ==&lt;br /&gt;
&lt;br /&gt;
* %a prompt option gives numerical alignment below level 10, not just good/neutral/evil&lt;br /&gt;
* new prompt option %E to spam yourself with your affects list&lt;br /&gt;
* priests get Attack Up at level 2&lt;br /&gt;
* priests get Smite at level 3&lt;br /&gt;
** Smite&#039;s damage adjusted significantly: ranges from 37.5 to 187.5% of a first-tier spell depending on caster HP (+/-50%, inverse correlation) and enemy HP (+/-25%, normal correlation)&lt;br /&gt;
* priests get Bless at level 4&lt;br /&gt;
* mana cost increased to 10&lt;br /&gt;
* priests get Purify at level 5&lt;br /&gt;
* Purify mana cost dropped to 10, lag decreased to 6&lt;br /&gt;
* priests get Curse at level 6&lt;br /&gt;
* Curse no longer worsens skills - AFF_CURSE *flag* still worsens skills.. but is no longer applied by this spell&lt;br /&gt;
* Curse armor penalty now scales with level  (30 + level/3)&lt;br /&gt;
* priests get Barrier at level 7&lt;br /&gt;
* Barrier&#039;s duration enhanced dramatically, mana cost increased a LOT&lt;br /&gt;
* priests get Heal Blind at level 9&lt;br /&gt;
* Heal Blind mana cost dropped to 10, lag decreased to 6&lt;br /&gt;
* priests get Ray at level 10&lt;br /&gt;
* Attack Up, Curse, and Barrier can be charged to improve their duration. Bless can be charged to improve its duration AND its ability to uncurse equipment. Heal Blind and Purify can be charged to improve their chance to dispel the negative affect. Smite and Ray can be charged to improve their damage by 50%.&lt;br /&gt;
* ALL form: undead mobs are vulnerable to healing spells, even if they don&#039;t have a (Zombie) tag. For reasons of lore and balance, vampires do not count as undead&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* mobs csv dump includes aff, shield, and form data&lt;br /&gt;
* Please update your vampire NPCs to not have the Undead form flag&lt;br /&gt;
&lt;br /&gt;
Priest from levels 11-30 is wonky at the moment. Pardon our dust!&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
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&lt;br /&gt;
== Changes 10-31-2019 ==&lt;br /&gt;
&lt;br /&gt;
* esuna now works on dirt kick, miasma, and dazzle&lt;br /&gt;
* the smash skill now ignores the defend status :0&lt;br /&gt;
* blind, dazzle, and dirt kick improved to -25 hitroll (abt 50% to hit)&lt;br /&gt;
* ration now grants a net improvement to foods&#039; spell levels, with high skill% in ration (i.e. @ 100%, lv100 -&amp;gt; 83 + 83!!!)&lt;br /&gt;
* lunge lag improved to 24&lt;br /&gt;
* counterspell should no longer attempt to fire at invalid targets&lt;br /&gt;
* comet punch damage improved 25%&lt;br /&gt;
* geomancers now get Overgrowth and Bramble at level 1&lt;br /&gt;
* instead, they don&#039;t get Banana Bomb until level 4&lt;br /&gt;
* earthy/Stone Saber&#039;d weapons do 33% more extra damage than the other elemental sabers, to compensate for the lack of a status affect&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* mob goto, at, transfer, gtransfer, and otransfer will now work on object targets if the object is in an inventory or container&lt;br /&gt;
* area flag &#039;norandoport&#039; which prevents &#039;random&#039; or &#039;buggy&#039; portals from sending mobs or players to the entire area&lt;br /&gt;
&lt;br /&gt;
Opaaaaaaaaaaa&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
== Changes 10-27-2019 ==&lt;br /&gt;
&lt;br /&gt;
* syphon should no longer &amp;quot;drain&amp;quot; &amp;quot;negative&amp;quot; amounts&lt;br /&gt;
* blue magic + bloodsuck should no longer mess up killcount&lt;br /&gt;
* fixed a crash bug with the $h variable&lt;br /&gt;
* lag on cultivate skill reduced to 16&lt;br /&gt;
* fixed typo when extension is cast on others but fails&lt;br /&gt;
* phalanx-blocked hits will set up the blocker for retort (and hylian fencing specials), instead of the person being protected&lt;br /&gt;
* vigilance should actually work now - it&#039;s done the opposite of what its supposed to, the entire time?...oops&lt;br /&gt;
* retort should skill up much easier now&lt;br /&gt;
* renewed the domain registration for cleftofdimensions.net sorry i let that lapse, it was supposed to be on autopay but my credit card expired since the last charge lmfao&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
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&lt;br /&gt;
== Changes 10-5-2019 ==&lt;br /&gt;
&lt;br /&gt;
* fixed a bug involving showing a world map to a char not actually in a room&lt;br /&gt;
* boogie fever will no longer spread certain affects that have a &#039;secondary type&#039;, like counterspell or blue magic&lt;br /&gt;
* Glowing items are now visible on the floor of dark rooms&lt;br /&gt;
* vehicles with headlight capability are always visible, both in rooms and in inventories&lt;br /&gt;
* anti-wizard items are correctly forbidden to 4th gen wizards&lt;br /&gt;
* %G prompt option shows group information as numbers (like &#039;group&#039;)&lt;br /&gt;
* %1 prompt option like %G but shows enemy info also (like &#039;group2&#039;)&lt;br /&gt;
* auxillaryalt mode shows enemy data (like %1 or group2)&lt;br /&gt;
** neither of the ones that show enemy data, will show MP, if you haven&#039;t got detect magic (like normal tuna mode)&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* Cleaned up a couple OLC error messages&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
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== Changes 9-14-2019 ==&lt;br /&gt;
&lt;br /&gt;
* players automatically go AFK when idle instead of going to the void&lt;br /&gt;
* players who have been AFK for more than a week are disconnected&lt;br /&gt;
* players who have not logged in for more than a week are delisted from the wholist, even if they&#039;re active on Discord&lt;br /&gt;
* when a player logs on or reconnects, that player&#039;s alts disconnect&lt;br /&gt;
* pose command added for long-term emoting&lt;br /&gt;
* &#039;look self&#039; shows your pose, if applicable&lt;br /&gt;
* area list sorted (thanks Ademisk)&lt;br /&gt;
* when abbreviating commands, most communication commands (e.g., reply) outprioritze info commands (e.g., resist) &amp;amp; config commands (e.g., remove)&lt;br /&gt;
* trance duration no longer easily stacked, but base duration slightly longer&lt;br /&gt;
&lt;br /&gt;
For builders:&lt;br /&gt;
* &#039;discordutil cleanup&#039; to unlink invalid (e.g., deleted) players from users&lt;br /&gt;
* AFK shows up on mstat&lt;br /&gt;
* we&#039;re finally subject to the same afk/idle rules as everybody else!&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
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== Changes 9-7-2019 ==&lt;br /&gt;
&lt;br /&gt;
* wholist incorporates linkdead and Discord-based players&lt;br /&gt;
* wholist formatting changes (races colored by innate not sex, idle indicator)&lt;br /&gt;
* in CoD chat, Discord users have their names synced with their CoD playernames&lt;br /&gt;
* Jinx interacts with Esuna and outputs appropriately when it wears off&lt;br /&gt;
* power surge now only affects offensive or defensive spells, but not spells that are neither (looking at you, Cleft Rift and etc).&lt;br /&gt;
* Tier 4 wizard spells interact correctly with runic, Sabotage, and magroll&lt;br /&gt;
* burn&#039;s attack down brought in-line with the Attack Down spell&lt;br /&gt;
* fixed leaking color from Osmosis&lt;br /&gt;
* fixed leaking absence of color from disarm&lt;br /&gt;
* pbust can no longer be used by NPCs&lt;br /&gt;
* the prompt argument %t, which showed your pet&#039;s race, has been removed&lt;br /&gt;
&lt;br /&gt;
For builders:&lt;br /&gt;
* discordutil command to manage Discord integration&lt;br /&gt;
* {@ and {# have been discontinued (use {$ if you require flashing colors)&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
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== Changes 8-22-2019 ==&lt;br /&gt;
&lt;br /&gt;
* fixed a bug involving update_always mobs with ai_retargeting getting extra combat rounds when bashed/tripped&lt;br /&gt;
* you can&#039;t Sneak past the wind stone&#039;s barrier anymore&lt;br /&gt;
* updated elemental colors in &#039;score&#039; to match new wiz spells&lt;br /&gt;
* added color codes to damage in: earthquake, magic missile, halo, solarbeam, tsunami, bramble, dins fire, quezacotl&#039;s wrath, fumes, tornado, darkmatter, pearl, ink blast, cadenza, fulgor burst, laser beam, blam gush, surf, firebreath, and also anything that goes through damage_next()!!!! as these skills/spells are in fact also polarity-reversible.&lt;br /&gt;
  * I couldn&#039;t do star rain yet as spako_msg does not get the spell&#039;s actual damtype, just the skill# and dam amount&lt;br /&gt;
* hp drain uses {rdark red now, mp drain uses {bdark blue&lt;br /&gt;
* quartz guard deals earth damage now, not slash&lt;br /&gt;
* thorn aegis deals wood damage, not piercing anymore&lt;br /&gt;
  * hailstone barrier already dealt cold and not bash lmao&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* at your convenience, please update $a damage colors in your areas to comply with the updated &#039;help damage colors&#039;.  or, if you switch these progs to use damechos instead, you won&#039;t have to worry if the colors change, as &#039;mob damecho&#039; has been forcibly made compliant on the back end!!! :)&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
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== Changes 8-21-2019 ==&lt;br /&gt;
&lt;br /&gt;
* the wizard class has been superseded. New characters choosing wizard will create 4th-generation wizards instead of 3rd-generation wizards and will be able to evolve into Archmages or Elementalists. Check helpfiles for details.&lt;br /&gt;
* Existing wizards should be minimally affected by this change.&lt;br /&gt;
* Jumi cores have been reverted to occupy the neck slot. This change is retroactive to existing Jumis.&lt;br /&gt;
* the Jumi core now provides a full heal, esuna, and increases max HP by 33%&lt;br /&gt;
* %d option added for prompts to report most recent direction moved&lt;br /&gt;
 &lt;br /&gt;
For builders&lt;br /&gt;
* the &#039;class&#039; ifcheck now accepts partial matches. Importantly: &#039;if class $n wizard&#039; matches all of Wizard, S_Wizard, and N_Wizard.&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
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== Changes 8-18-2019 ==&lt;br /&gt;
&lt;br /&gt;
* undid that %G change, it&#039;s back now if you want it&lt;br /&gt;
* fixed a typo in piledriver&lt;br /&gt;
* &#039;scan&#039; has less misleading echo when scanning into closed doors&lt;br /&gt;
* pass door now works on hidden closed doors now&lt;br /&gt;
&lt;br /&gt;
SKILL IMPROVEMENTS:&lt;br /&gt;
* Shadow Step does the same damage u took and heals on hit now&lt;br /&gt;
* Restore Movement can be cast in combat now&lt;br /&gt;
* Jumi Aikido&#039;s super is actually usable while defending (aka sitting) now&lt;br /&gt;
* Repent only drains MOST (down to 80%) of your mv now, dependent on skill%&lt;br /&gt;
* Rabite Rainstorm&#039;s lag reduced 50%&lt;br /&gt;
* when Entangle trips, it reliably does 3 pulses of Daze now instead of 1-4&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
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&lt;br /&gt;
== Changes 8-15-2019 ==&lt;br /&gt;
&lt;br /&gt;
* unholy weapons deal evil damage now, not dark&lt;br /&gt;
* the log no longer throws errors when players with items in their locker quit the game... maybe?&lt;br /&gt;
* the bug report about &#039;prev&#039; obj missing is back though! because i need to track down what causes/caused this&lt;br /&gt;
* more blue magic useless skills&lt;br /&gt;
* Deliver can no longer send unique items to someone if they already have one in their locker!&lt;br /&gt;
* ai_retargeting mobs now correctly aim at act2_priority mobs, not act_passive ones&lt;br /&gt;
* Saiyans become &#039;large&#039; size when transformed into an oozaru!&lt;br /&gt;
* bankers should no longer keep your exchanged money if you&#039;re over your weight limit somehow&lt;br /&gt;
* %G in prompts will no longer spam the crap out of old chars who still have it&lt;br /&gt;
* the &#039;auxillaryalt&#039; option, on by default, can be turned off to see hp numbers etc in the protuna tertiary display&lt;br /&gt;
  * if you were actually using the old style [*****] bars...  let me know please... you madman!&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* new &#039;size&#039; affect modifier... having a size less than 0 (tiny) or over 5 (giant) may have undefined behavior right now, so please be careful with this&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
== Changes 8-12-2019 ==&lt;br /&gt;
&lt;br /&gt;
* glitz pit modified to use less cpu when players are in the area&lt;br /&gt;
* fixed small memory leak involving pc corpses&lt;br /&gt;
* fixed small memory leak involving pet corpses&lt;br /&gt;
* Bash and Trip no longer knock down targets that are immune to bashing damage&lt;br /&gt;
* fixed a bug involving non-swimming mobs attempting (and failing) to enter sector noswim rooms -- now they just dont try&lt;br /&gt;
* &#039;buy&#039; with no argument redirects to &#039;list&lt;br /&gt;
* added missing drops to hu lao gate mobs&lt;br /&gt;
* Gastro Acid strips inhale and bloodsuck effects... oops! lol!!&lt;br /&gt;
* &#039;order&#039; now passes any applicable lag to the mob&#039;s commander, but this also means that many &#039;order&#039; applications are now faster for the commander!&lt;br /&gt;
* &#039;order all&#039; will accumulate lag harmonically for each mob that gets ordered ex: ordering 5 mobs to &#039;zap&#039; a wand will now give you 12/1 + 12/2 + 12/3 + 12/4 + 12/5 = 27 beats of lag&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
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== Changes 8-10-2019 ==&lt;br /&gt;
&lt;br /&gt;
* Attack Down tells you when it failed to be cast on you&lt;br /&gt;
* area attacking mobs will area-attack every round as expected&lt;br /&gt;
* fixed a memory leak involving room and area affects!!!&lt;br /&gt;
* Flying Men disappear outside magicant again&lt;br /&gt;
* visdeath madra ice field mobs no longer cast frost veil constantly, its just permanent room affects now&lt;br /&gt;
* More CPU usage streamlining&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* &#039;dump&#039; command shows memory data to you, and dumps the obj and mob files in a much more accessible location, as  almost-correct html (104+ imm ability)&lt;br /&gt;
* &#039;mem&#039; command reports accurate number of actual affects (previously was just number of obj template affects!!) also might report accurate number of alloacated strings..?&lt;br /&gt;
* relatedly, memcheck accurately reports string creation now&lt;br /&gt;
* mobexists vnum, mobexists #.vnum, objexists vnum, and objexists #.vnum are now LIGHTNING fast to execute&lt;br /&gt;
* I have accordingly replaced most examples of mobexists (name) and objexists (name)! The remainders will be changed soon (?)&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
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&lt;br /&gt;
== Changes 8-8-2019==&lt;br /&gt;
* Gastro Acid in the inhale/blue magic list has been switched out for Acid Rain&lt;br /&gt;
* the Bleed spell, Darkmatter, and the grizzly style super will no longer cause bleeding on characters without blood&lt;br /&gt;
* new skill &#039;retort&#039; for knights at level 10 -- see helpfile&lt;br /&gt;
* riposte doesn&#039;t apply skill% penalty twice anymore and should do more damage now if you have it at less than 100%&lt;br /&gt;
* all characters can now rescue and fallback as if they had both skills at 60%. knights and summoners will benefit from having the actual skills by performing rescues/fallbacks *reliably*.&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* IMPORTANT!!! good work yall, keep it up&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 8-7-2019 ==&lt;br /&gt;
More CPU usage slimming...&lt;br /&gt;
&lt;br /&gt;
* get_obj_world() doesn&#039;t do pointless extra work&lt;br /&gt;
* new funcs get_obj_world_faster() and get_char_world_faster()&lt;br /&gt;
* new find_location_faster() calls the above&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* in an effort to curb CPU usage, the mob commands transfer, spawn, goto, and at, and the ifchecks mobexists and objexists, now require exact keywords!! -- police your areas if you&#039;re worried&lt;br /&gt;
* act flag AGGRESSIVE works now - should target a random PC, not more than 5 levels higher than the mob, chosen from an entire group entering the room at once - may be funky with portals&lt;br /&gt;
* objexists works with #.vnum syntax though!!!&lt;br /&gt;
* mobexists works with #.vnum syntax now too!!!!&lt;br /&gt;
&lt;br /&gt;
I&#039;m, of course, building stuff to but that&#039;s too banal to note here&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 8-6-2019 ==&lt;br /&gt;
* Lasacul has a bar now (thanks abaril)&lt;br /&gt;
* Threshold for drunk speech lowered, because that&#039;s fun&lt;br /&gt;
* Level 108 immortals will show up in &#039;who&#039; again (nobody uses this level, you havent been missing anyone)&lt;br /&gt;
* Trimmed memory a little and cpu usage a lot&lt;br /&gt;
* Masochism Tango no longer applies pass door&lt;br /&gt;
* Dying should no longer strip affect flags applied by equipment&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* new variable $d, for random mob grouped with a player (charmie)&lt;br /&gt;
* new variable $D, for random player-attackable mob or PKable player&lt;br /&gt;
 * use this one for pets or offensive event items&lt;br /&gt;
* new variable $h, for random player or charmie! like $r but broader&lt;br /&gt;
* removed unused (but settable??) &#039;gravity&#039; from areas&lt;br /&gt;
* REMINDER: avoid using ordinal words like &#039;first&#039;, &#039;third&#039;, or the word &#039;other&#039; in obj names, as this fouls targeting.&lt;br /&gt;
  * OLC will try to warn you if you do this&lt;br /&gt;
* ANOTHER REMINDER: avoid using a name with the &#039;mobexists&#039; ifcheck, as it is very CPU-intensive. vnums are strongly preferred, especially in frequently-called progs like fight or random!!!&lt;br /&gt;
  * wiznet&#039;s memcheck now pings when this happens&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 8-4-2019 ==&lt;br /&gt;
* Laser Beam now costs 48mp to cast&lt;br /&gt;
* For safety, Inhale no longer works on mobiles immune to Summon&lt;br /&gt;
* OK, the %e prompt thing should actually be fixed now...&lt;br /&gt;
* %e in a prompt will show closed doors now too (ugly tho)&lt;br /&gt;
* Weightless and uncounted items can be picked up, received, bought, and retrieved from lockers even at max capacity&lt;br /&gt;
* Lasacul now has a local map&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* the &#039;stat&#039; command reveals secondary types of affects when applicable&lt;br /&gt;
* FYSA: uncounted items are treated as 0 weight for most purposes. this has been the case since 2011ish, so i won&#039;t change it now, just please be aware...&lt;br /&gt;
* as requested, area exflag COLD_WEATHER, changes weather messagest&lt;br /&gt;
* after mob award exp scaled, $a can be used to echo actual xp awarded&lt;br /&gt;
* added race and damtype to the mobs csv dump&lt;br /&gt;
* added applies to the objs csv dump&lt;br /&gt;
 &lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 8-3-19 ==&lt;br /&gt;
* the &#039;group&#039; command will not get intercepted by the tertiary window in project tuna anymore, so you can see your charmies&#039; exact hp and such&lt;br /&gt;
* Consecrate (any align) will prevent Haunt from manifesting lil&#039; boos&lt;br /&gt;
* Aurora, Darkmatter, and Pearl will respect always_night and always_day &lt;br /&gt;
* Warriors no longer get Defend if they don&#039;t evolve&lt;br /&gt;
* Priests get Consecrate at level 28 instead of 30&lt;br /&gt;
* Summoners get Gather at level 29 instead of 30&lt;br /&gt;
* Summoners don&#039;t get Summon, Deliver, Cleft Rift, or Guardian Force if they don&#039;t evolve&lt;br /&gt;
* Dancers won&#039;t get Read Magic, Esuna, or Dispel unless they evolve&lt;br /&gt;
* Blind mobs will not &amp;quot;scream and attacks!&amp;quot; (assist/re-engage AI) unless flagged omnisight. blind mobs should aggro less often otherwise too&lt;br /&gt;
* Heat Metal, Death Pact, Death Coil, Intimidate, Inflame, Detect Alignment, Transfusion, Abundance, Smite, Nurse, Regen, Evil Eye, Jutsu&#039;s blind, and Skeleton Crew and Resurrect&#039;s HP bonus, respect the spell&#039;s actual cast level and not the caster&#039;s character level&lt;br /&gt;
* Event-using potions, pills, and scrolls, will no longer show fake info about their nonexistent spells&#039; level&lt;br /&gt;
* the %e prompt variable now says &#039;none&#039; in rooms with no visible exits, like it was always supposed to&lt;br /&gt;
* You should no longer get &amp;quot;wears on head&amp;quot; type messages if equipment didn&#039;t actually get worn!&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* &#039;mob damecho&#039; works again&lt;br /&gt;
* greet progs will not trigger for blind mobs unless omnisight! you could already &#039;sneak&#039; past these progs so this shouldnt break anything tbh&lt;br /&gt;
* scrolls can be &#039;event objs&#039; now&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 7-29-19 ==&lt;br /&gt;
* damroll has been reduced on some items. Details available: https://drive.google.com/open?id=1F9cqb25-ZagLjzB0vIpyYCd1Mfj0Xj0Q4MU2YQPqZ4M&lt;br /&gt;
* tier 3 (AoE) wizard spells have had their lag doubled&lt;br /&gt;
* Snowy and Nebula cost the correct amount of mana&lt;br /&gt;
* combomagic spells apply cooldown properly&lt;br /&gt;
* combomagic spells can chain into additional combomagic spells&lt;br /&gt;
 &lt;br /&gt;
Behind the scenes:&lt;br /&gt;
* string allocation limit increased from 22 MB to 34 MB&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 7-25-19 ==&lt;br /&gt;
* ALL twohanded weapons have been improved by about 25%&lt;br /&gt;
* Tweaks to the Inhale skill&lt;br /&gt;
* Kirbys receive the Inhale skill at level 25&lt;br /&gt;
* Pumpkin reduces the victim&#039;s current HP too (but isnt lethal)&lt;br /&gt;
* Pumpkin no longer works on things otherwise immune to damage&lt;br /&gt;
&lt;br /&gt;
for builders: &lt;br /&gt;
* Farore&#039;s Wind spell, like Exit but can teleport between areas&lt;br /&gt;
 &lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Changes 7-23-19==&lt;br /&gt;
* the Confuse spell is no longer a synonym for Charm, but rather for Confusion (the one that makes u hit urself)&lt;br /&gt;
* Confusion not induced by Polka Polka has a protuna status tag&lt;br /&gt;
* scarecrows may no longer enter portals&lt;br /&gt;
* sneaking through a portal shows &amp;quot;you enter suchandsuch&amp;quot; again&lt;br /&gt;
* helpfiles exist for every spell you may find on an item now&lt;br /&gt;
* jumi cores no longer fill a neck slot, but use a new &#039;core&#039; slot&lt;br /&gt;
** jumi players: contact an immortal for help fixing yourself&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* new portal flag &amp;quot;send_vehicle&amp;quot;, which does what you expect&lt;br /&gt;
* portal flag normal_exit works again (only affects echoes)&lt;br /&gt;
* jumi NPCs can also wear jumi cores with a little effort: they must &#039;mob oload 24 0 w&#039; and then oset its short desc.&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
==Changes 7-19-19==&lt;br /&gt;
* MORE tweaks to blue magic/vampire&lt;br /&gt;
* to reduce spam, blue magic affects won&#039;t show up in &#039;report affects&#039;&lt;br /&gt;
* As requested, curse will no longer affect nodestroy items&lt;br /&gt;
* Fixed a typo when none-innate Jutsu blinds the target&lt;br /&gt;
&lt;br /&gt;
For Builders:&lt;br /&gt;
* Exit and Exall triggers can take the &#039;all&#039; argument to check all 10 directions simultaneously.&lt;br /&gt;
* Hour triggers can take the &#039;all&#039; argument to execute every in-game hour, or about every minute. This may be useful for less CPU-intensive mobprogs.&lt;br /&gt;
* putting the &#039;norecharge&#039; flag on a light will make it unable to be recharged with the Phlogiston spell&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 7-18-19 ==&lt;br /&gt;
&lt;br /&gt;
* after combat, gained XP and gained money show up on the same line&lt;br /&gt;
* auto corpse sacrificing is hidden for new players. Unhide with &#039;silentsac&#039;&lt;br /&gt;
* runic, double, shell, and sabotage now work against multi-hit skills&lt;br /&gt;
* fixed a bug that could cause drunken groupmates to crash the game&lt;br /&gt;
* fixed a bug involving certain decayable objects never decaying&lt;br /&gt;
* when someone locks or unlocks a door, their name is capitalized correctly&lt;br /&gt;
* manashield buffed to take 150% damage instead of 200% damage&lt;br /&gt;
* manashield breaking now causes lag instead of HP damage&lt;br /&gt;
 &lt;br /&gt;
For builders:&lt;br /&gt;
* further Discord synchronization&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 7-14-19 ==&lt;br /&gt;
&lt;br /&gt;
* extra attacks do somewhat more damage&lt;br /&gt;
* Attack Down removes 3-7 DR instead of 8-11 DR&lt;br /&gt;
* more comprehensive Discord chat synchronization&lt;br /&gt;
* the world is now round (as far as the atlas is concerned)&lt;br /&gt;
* maximum prompt length has been doubled&lt;br /&gt;
* fixed a bug where glitches sometimes appeared within ASCII art&lt;br /&gt;
 &lt;br /&gt;
Behind the scenes:&lt;br /&gt;
* rewrote code that awarded XP (this has no observable effects)&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 7-11-19 ==&lt;br /&gt;
&lt;br /&gt;
* damroll and magroll scaling starts at 40 DR instead of 20 DR&lt;br /&gt;
   If you want to visualize what this does, transfer functions are plotted&lt;br /&gt;
   at https://www.cleftofdimensions.net/hahaha_secret/damroll20190711.png&lt;br /&gt;
   (from top to bottom, funcs are pre-6/28/19, today, and 6/28/19-7/11/19)&lt;br /&gt;
* DR, once again, no longer applies to skills &lt;br /&gt;
* Attack Up provides 3-7 DR instead of 6-11 DR&lt;br /&gt;
* %C in prompt now shows room&#039;s sector type&lt;br /&gt;
* %j, %J, %k, %K in prompt now show pet&#039;s current/max mana/moves&lt;br /&gt;
* undoubled cooldown for AoE spells if and only if user is currently a wizard&lt;br /&gt;
   (i.e., cooldowns will still be doubled for revamped wizards, once available)&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Area Changes 7-8-19 ==&lt;br /&gt;
&lt;br /&gt;
-AREAS-&lt;br /&gt;
*Fossil Roo is now available.&lt;br /&gt;
*McNeil Woods has had enough tweaks that I put it under this category instead of merely tweaks - including a local map.&lt;br /&gt;
 &lt;br /&gt;
-WORLD-&lt;br /&gt;
*The Warp Zone! Travel easily to places you&#039;ve already been. Check &#039;news&#039; for more info!&lt;br /&gt;
*Expellian&#039;s LONG AWAITED move has been made and it is no longer connected via a Humbolt Island pipe.&lt;br /&gt;
*Sunsnug has sent out palico scouts, highly specialized palicos that are purrfect at exploring dangerous areas and avoiding dying! Three of them are exploring the Cleft, collecting information to return to the Prowler&#039;s Association.&lt;br /&gt;
*Zigolis Swamp has current location indicators (more or less) on its local map (when using ProjTuna)!&lt;br /&gt;
*There are more dumpsters around the Cleft in towns with a small chance at a pointless easter egg when you actually use them to put junk into.&lt;br /&gt;
 &lt;br /&gt;
-TWEAKS-&lt;br /&gt;
EXP&lt;br /&gt;
*Exp gain from mobs (in regards to which mobs are halfxp, standard, xpandahalf, doublexp, and triplexp) has been tweaked in several areas and will continue to be tweaked.&lt;br /&gt;
 ** Mist Cave trash mobs have had their exp lowered to standard.&lt;br /&gt;
 ** Bosses in expellian have had their exp increased (and give additional exp on first kill.)&lt;br /&gt;
 ** Jiufen Valley has seen exp increases.&lt;br /&gt;
 ** Certain, otherwordly parts of Kakariko Village have seen exp increases.&lt;br /&gt;
DIFFICULTY&lt;br /&gt;
 ** Some Safari Zone mobs had accidentally been left in a weakened state and have since been put on proper health and fitness regiments.&lt;br /&gt;
 ** The physical fitness hiring standards for ShinRa guards have been SLIGHTLY reduced.&lt;br /&gt;
 ** Malakian Monks and Rafalian Priestesses will no longer stand idly by while you murder their brethren (sometimes?).&lt;br /&gt;
   *** They are also both ever so slightly more dangerous in general.&lt;br /&gt;
 ** War Witches have been tweaked in a way that may cause them to be more or less dangerous, maybe.&lt;br /&gt;
REWARDS/QUESTS&lt;br /&gt;
 ** The Veldt has more to do and has been tweaked minorly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 7-7-19 ==&lt;br /&gt;
&lt;br /&gt;
* All evolved summoners get Guardian Force at level 55&lt;br /&gt;
* Warrior styles&#039; hit/dam changes apply AFTER equipment/affects&lt;br /&gt;
* New prompt variable %I for current day of the week&lt;br /&gt;
* You have to type &#039;nofollow&#039; competely to turn it on &lt;br /&gt;
* &amp;quot;players today&amp;quot; should reset every 24hrs(ish)&lt;br /&gt;
* continued tweaks to Vampire and blue magic&lt;br /&gt;
* trip does a minimum of 1 damage&lt;br /&gt;
* overpower does a minimum of 1 damage&lt;br /&gt;
* esuna and dispel no longer refer to your character in the third person if you cast them on yourself&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* Putting ^^ at the beginning of a &#039;quests&#039; list will make that quest invisible instead of dark while it&#039;s incomplete&lt;br /&gt;
* Helpfiles are created with the name &#039;temphelp&#039; by default now&lt;br /&gt;
* mob rset now accepts &#039;xpos&#039; and &#039;ypos&#039; commands&lt;br /&gt;
* mob mset no longer accepts &#039;wealth&#039; command&lt;br /&gt;
* mobs have innate that can be set in medit&lt;br /&gt;
** this will affect spells like conjure elemental, cadenza, jutsu, give bonuses to wizard spells, etc.&lt;br /&gt;
*** it will NOT automatically set any resists/vulns&lt;br /&gt;
*** the random_innate behavior will overwrite this on the mob&#039;s template AND set appropriate resist/vulns like it&#039;s always done&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 7-5-19 ==&lt;br /&gt;
&lt;br /&gt;
* wily&#039;s lab has been revisited and the non-boss mobs are a bit harder&lt;br /&gt;
** there is also a wider selection of mobs now&lt;br /&gt;
* melt_drop items in a dropped container will melt appropriately&lt;br /&gt;
* melt_drop containers will no longer nuke everything in them when dropped&lt;br /&gt;
* the Guardian Force spell finds a target more reliably&lt;br /&gt;
* &#039;blue magic&#039; skill added for vampires -- currently a bit buggy&lt;br /&gt;
* Inflame will hurt people not in the same room as the caster&lt;br /&gt;
* mobs can no longer flee, mob flee, nor doppelganger through NO_MOB exits&lt;br /&gt;
* mobs can no longer be compelled through NO_MOB exits with gravity well,   maelstrom, or brainbuster&lt;br /&gt;
* mobs can no longer Blink through NO_MOB exits&lt;br /&gt;
* the &#039;evolve&#039; command uses witch/warlock and diva/impresario correctly&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS&lt;br /&gt;
* the &#039;damtype&#039; mobprog trigger should now accept &#039;all&#039;&lt;br /&gt;
* the &#039;draining&#039; damtype was erroneously still called &#039;disease&#039; in medit&lt;br /&gt;
* new mobprog variables $c and $C for the character $q is fighting&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 7-3-19 ==&lt;br /&gt;
&lt;br /&gt;
* Discord chat integration handles pictures and mentions better&lt;br /&gt;
* DoTs and delayed attacks only provoke aggression when victim sees player&lt;br /&gt;
* DoTs and delayed attacks don&#039;t inappropriately break invisibility&lt;br /&gt;
* Protuna tertiary panel draws a fork and spoon when you&#039;re hungry/thirsty&lt;br /&gt;
* minor cosmetic updates to Protuna tertiary panel time and weather display&lt;br /&gt;
* counterspell works differently&lt;br /&gt;
* doubled cooldown on Wizard AoE spells&lt;br /&gt;
* slightly weakened Tractor Beam&lt;br /&gt;
* manashield, goldshield, and roadblock skill% can increase, impact efficacy&lt;br /&gt;
* new spells and skills for revamped Wizards: &lt;br /&gt;
    Blink, Chrysalis, combomagic, and six combomagic-based spells: Flare Star,&lt;br /&gt;
    Catastrophe, Ancient Power, Black Wind, Grand Dream, and Southern Cross.&lt;br /&gt;
 &lt;br /&gt;
For builders:&lt;br /&gt;
* questquery command. Verifies in-use questflags per area&lt;br /&gt;
* Discord chat integration for staff stuff&lt;br /&gt;
 &lt;br /&gt;
Behind the scenes:&lt;br /&gt;
* fixed a bug pertaining to lava sectors&lt;br /&gt;
* reduced memory footprint for rooms&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 6-30-19 ==&lt;br /&gt;
&lt;br /&gt;
To: all&lt;br /&gt;
* fixed a weird bug involving lights when reconnecting&lt;br /&gt;
* &#039;screenreader&#039; is a handy built-in alias for &#039;brief&#039;&lt;br /&gt;
* that whole damroll thing that i&#039;m sure you&#039;ve heard about - still working out some remaining damroll kinks here and there&lt;br /&gt;
* fireball/lava wave&#039;s smoldering effect has a debuff indicator&lt;br /&gt;
* fireball/lava wave won&#039;t kill a player twice anymore&lt;br /&gt;
* sizeup no longer misgenders spivak and plural pronoun characters&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* &#039;eventitem&#039; works on potions, pills, AND food... please be careful&lt;br /&gt;
* new method to hide properly tagged asciiart from brief mode using players&lt;br /&gt;
* new method to hide alternate descriptions from NON-brief mode using players&lt;br /&gt;
* new method to strip color codes from a block of text&lt;br /&gt;
&lt;br /&gt;
FOR STAFF:&lt;br /&gt;
* new command &#039;pwreset&#039; to change a player&#039;s password (106+ ONLY)&lt;br /&gt;
* xp bonus spell added - please use very sparingly and fairly&lt;br /&gt;
* &#039;wizhelp&#039; is a lot less ugly, and sorted by level now&lt;br /&gt;
&lt;br /&gt;
I don&#039;t THINK i forgot anything in this note...&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 6-23-19 ==&lt;br /&gt;
&lt;br /&gt;
* Polka Polka, Dazzle, Heartache Rumba, Masochism Tango, Dispel, Esuna, Seance, Theatrics, Boogie Fever, and Sabotage can be charged to dramatically increase their chance of success.&lt;br /&gt;
* Finale can be charged to increase its damage by 1.5x&lt;br /&gt;
* Wandering Eye can be charged to increase its duration by 2x&lt;br /&gt;
* Rally Audience can be charged to double the HP of the audience&lt;br /&gt;
* shadow stalk can improve, but can fail&lt;br /&gt;
* Fixed Bug where Bless was improving chances of saving vs effects too much&lt;br /&gt;
* Added protuna tertiary window tag for bramble&#039;s debuff&lt;br /&gt;
* Max group size of 6 can no longer be circumvented&lt;br /&gt;
* Earthtap and Dancing Weapon should no longer reset weapons to default&lt;br /&gt;
* Fixed some missing color codes in &#039;report&#039;&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* $a can be used in any mobprog line, not just echos&lt;br /&gt;
* new weapon flag Mystic, makes weapon use magroll instead of damroll&lt;br /&gt;
* noecho now functions on portals&lt;br /&gt;
* &amp;quot;if khexists&amp;quot; and &amp;quot;if khcount&amp;quot; ifchecks work&lt;br /&gt;
* new mob race &amp;quot;zombie&amp;quot;&lt;br /&gt;
* new furniture flag &amp;quot;furn_light&amp;quot; -- makes the item cast light in the room&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 6-22-19 ==&lt;br /&gt;
&lt;br /&gt;
* &#039;Whowas&#039; will show information (level, hours, playtime) of online players&lt;br /&gt;
* behav_travelingpet works every pulse instead of every tick&lt;br /&gt;
* &#039;mob asset&#039; ascii art bug fixed in final weapon&#039;s exit pod?&lt;br /&gt;
* Create Booze tables shuffled in line with new liquids table&lt;br /&gt;
* &#039;steal item&#039; had bread replaced with booze in its loot table&lt;br /&gt;
* &#039;steal item&#039; will only give materia if the enemy had max MP &amp;gt; 0&lt;br /&gt;
* if affected with both Sleep and Influenza, could get weird messages&lt;br /&gt;
* &#039;report inv&#039; won&#039;t show a PC&#039;s inventory to their group leader&lt;br /&gt;
* Ageatii&#039;s Favour spell renamed to Alraune&#039;s Favour&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
* TAR_OBJ_INV spells are listed in OLC now, plus other tweaks to &#039;? spell&#039;&lt;br /&gt;
* new wiznet option &#039;memcheck&#039; to show increases of strings and perms&lt;br /&gt;
  - be advised it will go off a lot for benign reasons&lt;br /&gt;
* &#039;mob mforce all&#039; is more efficient AND works as expected now&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 6-19-19 ==&lt;br /&gt;
&lt;br /&gt;
* Fixed a bug with wildfire &#039;following&#039; the caster&lt;br /&gt;
* New command &#039;PBUST&#039; - shows a one-off prompt with the specified parameters, &lt;br /&gt;
  &amp;quot;pbust Align: %a&amp;quot; will display the player&#039;s alignment. This is designed for &lt;br /&gt;
  use with aliases or macros to get information quicker than one can by &lt;br /&gt;
  reading an entire promptor using the &#039;score&#039; command. Currently does not &lt;br /&gt;
  work with Project Tuna. Uses the same switches as those used for a prompt,&lt;br /&gt;
  see HELP PROMPT&lt;br /&gt;
* Swindle and Powersurge can level up past 60% now.&lt;br /&gt;
* Selan and other mages&#039; &#039;clarity&#039; now costs just 25 silver per item to be IDd&lt;br /&gt;
* Parry will now use your offhand weapon if you haven&#039;t got a mainhand one&lt;br /&gt;
* Lobsterman Eskrima now applies its parry bonus correctly&lt;br /&gt;
* Drunkenness has been reworked and can do much more&lt;br /&gt;
  - including something actually good&lt;br /&gt;
* Scuppered now reduces the skill penalty from drunkenness&lt;br /&gt;
* Many liquids have had their values tweaked. To summarize&lt;br /&gt;
  - Nothing quenches quite like pure, clean water&lt;br /&gt;
  - Hard liquors generally no longer quench any thirst at all&lt;br /&gt;
  - Most liquids are not very satiating, except e.g. broth, milk&lt;br /&gt;
  - Salt water and blood are much nastier about worsening thirst&lt;br /&gt;
  - Alcoholic beverage proofs adjusted; it&#039;s much easier to get drunk&lt;br /&gt;
* Laying down framework for the upcoming (secret) subclass&#039;s (secret) ability&lt;br /&gt;
&lt;br /&gt;
-Bea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Area Changes and Note 6-16-19 ==&lt;br /&gt;
&lt;br /&gt;
NEW AREAS:&lt;br /&gt;
 - Pinata Grove is available, visit at any level!&lt;br /&gt;
 - The town of Onrac and its Sunken Shrine are accessible to those who obtained an Aquamarine Scale during the Easter 2019 event.  For those who haven&#039;t, it will become available again in the future.&lt;br /&gt;
 &lt;br /&gt;
WORLD:&lt;br /&gt;
 - Battlefields are springing up around the Cleft.  Two are currently available, one in Truce Canyon and one in Alfador Isle.&lt;br /&gt;
 - Kupimo can be found as a roaming world mob, randomly appearing in any location. He is a Materia Merchant who sells both common and exclusive Materia to those who can find him.&lt;br /&gt;
 - The Feymarch has been relocated from its previous, temporary home to its new, probably-permanent home.&lt;br /&gt;
 - A hidden place has had a small expansion.&lt;br /&gt;
 - Several newbie areas outside of Truce have had small additions.&lt;br /&gt;
 &lt;br /&gt;
TWEAKS:&lt;br /&gt;
 - Some busted mobprogs were fixed in McNeil woods, and some new loot can be obtained both there and in the Veldt.&lt;br /&gt;
 - A couple mobs drop a few new things of low consenquence.&lt;br /&gt;
 - Sectors have been tinkered with all around the world and will continue to, most likely not affecting anyone except geomancers.&lt;br /&gt;
 &lt;br /&gt;
A full scale, colored version of the atlas as it appears in game has been uploaded onto our Wiki and is publicly available. Feel free to use it as you wish!&lt;br /&gt;
There is an &amp;quot;Atlas&amp;quot; page on the Wiki where the picture is featured. Anyone who feels like there could be more information on the &amp;quot;Atlas&amp;quot; page can feel free to contribute to it.&lt;br /&gt;
This is intentionally as accessible as possible as a resource for our players. Please note that not everything featured on Shadmire is built yet.&lt;br /&gt;
&lt;br /&gt;
Please note there may be various signs around the world pointing out new paths that are currently unavailable. These are not secret quest hints, but literally paths that are not yet ready for release.&lt;br /&gt;
Feel free to take note of their locations for easier finding of new features and areas in the future!&lt;br /&gt;
 &lt;br /&gt;
Finally, the staff intends to correct power creep that has been manifesting in various ways in the game.&lt;br /&gt;
Over the coming months, expect various changes that make the game easy to start, gradually become more difficult, and require some amount of determination to reach max level.&lt;br /&gt;
We want to reward questing and exploring. Our puzzles, detailed areas, interactivity, and quests will remain our focus.&lt;br /&gt;
 &lt;br /&gt;
LOVE, YOUR PAL COOPER&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 6-7/8/15-19 ==&lt;br /&gt;
&lt;br /&gt;
*Sealed Cave has been returned to a different location.&lt;br /&gt;
*The Faymarch has been relocated.&lt;br /&gt;
*Warp Whistles have been disabled for now.&lt;br /&gt;
&lt;br /&gt;
- Ageatii&lt;br /&gt;
&lt;br /&gt;
This note summarizes changes made since around February:&lt;br /&gt;
 + OOC chat is synchronized with our Discord server&lt;br /&gt;
 + elemental damage from weapons and many spells is now colored&lt;br /&gt;
 + new characters start with fewer practices but more default artifice skill&lt;br /&gt;
 + XP is no longer lost for players fleeing at level 10 or below&lt;br /&gt;
 + decreased memory footprint for objects&lt;br /&gt;
 + reformatted alignment of mnay Project Tuna affect tags&lt;br /&gt;
 + DoT effects should no longer start fights with targets not in the room&lt;br /&gt;
 + improved parsing for Scan when target obj shares keyword with bystander mob&lt;br /&gt;
 + LOUD WEAPONS WEREN&#039;T LOUD ENOUGH&lt;br /&gt;
 + various Wizard spells have been tweaked. Check helpfiles on:&lt;br /&gt;
    Fireball, Rhizome Lance, Air Blast, Gem Missile, Darkside, Ice Smash,&lt;br /&gt;
    Burst, Viro Plasm, Thunderstorm, Gyro Ball, Lucent Beam, &amp;amp; Bubble Beam&lt;br /&gt;
 + behind-the-scenes, new spells and skills for revamped Wizards: &lt;br /&gt;
    Maneater, Wind Blade, Void Ray, Absolute Zero, Nebula, Snowy,&lt;br /&gt;
    Reverse Polarity, feedback, &amp;amp; trance&lt;br /&gt;
 + many of wildcasting&#039;s effects are now different&lt;br /&gt;
 + karma works against Confusion, Osmosis, Burn, and Daze, among others&lt;br /&gt;
 + entangle no longer spuriously triggers mobprogs. entangle now inflicts daze&lt;br /&gt;
 + Tsunami won&#039;t push mobs into forbidden rooms, for reals&lt;br /&gt;
 &lt;br /&gt;
For builders:&lt;br /&gt;
 + new command &amp;quot;findtriggermismatch&amp;quot; to audit risky mprog combos (lvl 107 only)&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
 + fixed a bug where killing mobs &amp;gt;10 levels stronger would break the XP cap&lt;br /&gt;
 + shuffled damage colors for some wizard spells&lt;br /&gt;
 + changed how recoil is displayed for Darkside and Soulblade&lt;br /&gt;
 + changed aesthetics on Ink Blast, Megamagic, and Rainbow&lt;br /&gt;
 &lt;br /&gt;
For builders:&lt;br /&gt;
 + there are now 31 quest flags per area&lt;br /&gt;
 &lt;br /&gt;
- MTS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 3-1-2019 ==&lt;br /&gt;
&lt;br /&gt;
*New rset fields&lt;br /&gt;
&lt;br /&gt;
    mob rset flag &amp;lt;flag value&amp;gt;&lt;br /&gt;
      EG &amp;quot;mob rset flag no_recall&amp;quot; toggles no_recall&lt;br /&gt;
    mob rset &amp;lt;room affect&amp;gt; &amp;lt;duration&amp;gt;&lt;br /&gt;
      EG &amp;quot;mob rset sandstorm -1&amp;quot; sets sandstorm permanently&lt;br /&gt;
      NOTE:Room affects are being implemented one at a time, so far there&#039;s:&lt;br /&gt;
      sandstorm&lt;br /&gt;
      blizzard&lt;br /&gt;
      frostveil&lt;br /&gt;
      darkness&lt;br /&gt;
      flash&lt;br /&gt;
      firetrap&lt;br /&gt;
&lt;br /&gt;
*New mob commands &amp;quot;oclone&amp;quot; and &amp;quot;mclone&amp;quot;&lt;br /&gt;
   mob mclone &amp;lt;target to clone&amp;gt;&lt;br /&gt;
      Works exactly as the imm command&lt;br /&gt;
   mob oclone &amp;lt;object to clone&amp;gt; &amp;lt;target location&amp;gt;&lt;br /&gt;
      Works exactly like the imm command except it can load into the room or inventory&lt;br /&gt;
      EG &amp;quot;mob oclone apple I&amp;quot; will duplicate the object into inventory&lt;br /&gt;
      EG &amp;quot;mob oclone apple R&amp;quot; will duplicate the object into the room&lt;br /&gt;
&lt;br /&gt;
== Changes 2-18-2019 ==&lt;br /&gt;
&lt;br /&gt;
*Tsunami, Suplex and Blam Gush will no longer push mobs into rooms where they aren&#039;t allowed.&lt;br /&gt;
&lt;br /&gt;
*Using Boogie Fever in coordination with Tame will no longer break up the group.&lt;br /&gt;
&lt;br /&gt;
*Pets can no longer be ordered to purchase unique items.&lt;br /&gt;
&lt;br /&gt;
*Read Magic/Analyze will now show more affects (if applicable).&lt;br /&gt;
&lt;br /&gt;
*Mobs will now echo back if they can&#039;t wear something that is Antimob.&lt;br /&gt;
&lt;br /&gt;
*Decaying objects will no longer announce their destruction if they have the &#039;noecho&#039; flag applied.&lt;br /&gt;
&lt;br /&gt;
*Unique objects can no longer be purchased if one is in the player&#039;s locker.&lt;br /&gt;
&lt;br /&gt;
*The word &#039;pet&#039; will now reference the player&#039;s pet in the same way that &#039;me&#039; or &#039;self&#039; references the player.&lt;br /&gt;
&lt;br /&gt;
*&#039;Autosort&#039; will now automatically sort your inventory (and locker!) into item types.  Try it and see how it works!.&lt;br /&gt;
&lt;br /&gt;
*Din&#039;s Fire now targets all enemies in the room and has been adjusted accordingly.&lt;br /&gt;
&lt;br /&gt;
*Items that are flagged &#039;melt_drop&#039; no longer showcase a red aura.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Mobs can now award themselves (&#039;mob award $i&#039;) instead of needing a convoluted chain of mob-manipulation to provide the same effect, please be careful with its use, probably sticking to event items so that the player is $i.&lt;br /&gt;
&lt;br /&gt;
*New behavior &#039;travelingpet&#039; that makes a charmed mob consistently return to its owner, this will eliminate the need to create a RANDOM trigger prog to manually provide the same effect.&lt;br /&gt;
&lt;br /&gt;
*Rand_phys_vuln and rand_misc_vuln behavior flags added.&lt;br /&gt;
&lt;br /&gt;
== Changes 2-10-2019 ==&lt;br /&gt;
&lt;br /&gt;
Mostly just builder changes here.&lt;br /&gt;
&lt;br /&gt;
*sneak applies to portals.&lt;br /&gt;
*exhaulted etc should vanish only at appropriate remorts (again?).&lt;br /&gt;
*mob addlag is back in, capped at 1000 but you should never need to go even that high, I hope.&lt;br /&gt;
*hammerhand has fail message when no target is found.&lt;br /&gt;
*resets now flags the area as &amp;quot;changed&amp;quot;, so it can be saved without further edits.&lt;br /&gt;
*damroll added as a field for mset.&lt;br /&gt;
*various readout changes.&lt;br /&gt;
*Curse on non-object targets now has a chance to cause short-term negative affects:&lt;br /&gt;
   Chances are based on wisdom.&lt;br /&gt;
   Chances are higher when the caster is evil.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 2-8-2019 ==&lt;br /&gt;
&lt;br /&gt;
*Using offensive abilities on yourself no longer triggers the Gilgame Heart skill.&lt;br /&gt;
&lt;br /&gt;
*Offensive skills can no longer gain learned-skill percentage when used on oneself.&lt;br /&gt;
&lt;br /&gt;
*&#039;Whowas&#039; now shows new things, such as the player&#039;s current level and remort #.&lt;br /&gt;
&lt;br /&gt;
*Logging into a dark room with an active light source no longer acts as though your light doesn&#039;t exist.&lt;br /&gt;
&lt;br /&gt;
*&#039;Plural&#039; and &#039;Spivak&#039; genders now show appropriate coloration on the &#039;Who&#039; list.&lt;br /&gt;
&lt;br /&gt;
*Aurora and Din&#039;s Fire spells now echo to the room when the caster is the target.&lt;br /&gt;
&lt;br /&gt;
*Angel Whisper now does 1/8th of an undead enemy&#039;s current HP instead of their maximum HP.&lt;br /&gt;
&lt;br /&gt;
*Scan/Examine now shows the condition of a decaying-flagged object.&lt;br /&gt;
&lt;br /&gt;
*Encore will now boost Attack Up to a maximum of 50 Damroll, no matter how many times for the former spell is cast.&lt;br /&gt;
&lt;br /&gt;
*Unique items can now only be bought one at a time.&lt;br /&gt;
&lt;br /&gt;
*Phlogiston has been reworked and now has better overall chances for success, maxing out at level 150.&lt;br /&gt;
&lt;br /&gt;
*Intimidate now successfully stacks Damroll detriments.&lt;br /&gt;
&lt;br /&gt;
*Misc grammar and text fixes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 1-31-2019 ==&lt;br /&gt;
&lt;br /&gt;
=== First pass on Priest rework ===&lt;br /&gt;
&lt;br /&gt;
*Detect Alignment is back in, working as you&#039;d expect.&lt;br /&gt;
&lt;br /&gt;
*Mend and Vitalize tweaked; spell targets of same alignment and NOT the caster grant a chance to return mana or heal for more(Vitalize also has a chance to reduce cooldown). Chances&lt;br /&gt;
based on Wisdom.&lt;br /&gt;
&lt;br /&gt;
*Mend no longer has a blackhole for practices.&lt;br /&gt;
&lt;br /&gt;
*Ray of Truth tweaked; damage has a chance to scale when targeting opposite align from the caster, with another chance for half cooldown. Both chances based on Wisdom.&lt;br /&gt;
&lt;br /&gt;
*Judgment tweaked; Chances(still based on Wisdom) that when used on opposite align from the caster that there may be a mana return, cooldown halved, and/or extra buff pulses.&lt;br /&gt;
&lt;br /&gt;
*Bless tweaked when cast on objects; Chances(Wisdom AND good align based) to apply more diverse bonuses dependent on object&#039;s wear location(eg feet).&lt;br /&gt;
&lt;br /&gt;
*Curse massively tweaked:&lt;br /&gt;
*Curse can now be cast on objects, casting curse on weapons or armor will cause the following:&lt;br /&gt;
   1) Perishable, cursed, nouncurse&lt;br /&gt;
   2) Cost/value of the object will be reduced to 0&lt;br /&gt;
   3.A) Condition of the object will be reduced by 2/3rds&lt;br /&gt;
   3.B) Condition cuts can be negated some, determined by wisdom&lt;br /&gt;
*Cursed weapons will receive the following:&lt;br /&gt;
   1) The first die on the weapons damage dice gets a 50% boost&lt;br /&gt;
   2) If there are enchantments, the enchant count gets a 33% boost&lt;br /&gt;
*Cursed armor will receive the following:&lt;br /&gt;
   1) The armor stats get a 50% boost across the board&lt;br /&gt;
   2) The armor gets a saves boost, the amount is determined by wisdom&lt;br /&gt;
*Curse casted on any other object just adds 1 magroll or damroll for now&lt;br /&gt;
*Curse casted on a non-object-target no longer has a set 30 armor penalty&lt;br /&gt;
*Curse armor penalty is determined by wisdom&lt;br /&gt;
&lt;br /&gt;
*Smite reworked; Casting Smite while BLESSED causes it to work in reverse of normal, Casting Smite while the target is CURSED does more damage the closer you are to their hp %.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Legacy Spells have been adjusted:&lt;br /&gt;
 Fira, Bizzara, and Thundara have increased mana costs.&lt;br /&gt;
 Firaga, Blizzaga, and Thundaga have increased mana costs AND a cooldown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 1-23-2019 ==&lt;br /&gt;
&lt;br /&gt;
*When given a unique item you already own or already have in your locker, it will tell you the item specifically, instead of just &amp;quot;you already own that&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*Angel Whisper now does 1/8th damage to undead&#039;s CURRENT health instead of their max health&lt;br /&gt;
&lt;br /&gt;
*The Koi Pond in Hikari no Matsuri is now community-friendly!  Everyone can now fish from one pond!  Talk to the stall tenant for a small update on the mechanics change involved!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
&lt;br /&gt;
*&#039;khcount&#039; and &#039;khexist&#039; ifchecks are in, use them to check for killcounts of a specific mob and if the player has any killcount of a mob (see obj vnum 7249 for examples)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=2018 Change Notes=&lt;br /&gt;
&lt;br /&gt;
== Changes 10-21-2018 ==&lt;br /&gt;
&lt;br /&gt;
*Items flagged &#039;noexplode&#039; will no longer prevent charges being used with WIS scores of 20+.&lt;br /&gt;
&lt;br /&gt;
*Decaying items no longer corrupt lockers, instead going down to 1 Condition and then stopping until they are removed, whereupon they will resume decaying.&lt;br /&gt;
&lt;br /&gt;
*Unique items are now unique between a player and their locker (no more doubling up!).&lt;br /&gt;
&lt;br /&gt;
*The random &amp;quot;your  weakens&amp;quot; message for some effects when casting Esuna has been fixed.&lt;br /&gt;
&lt;br /&gt;
*The &#039;Angel Whisper&#039; spell is longer staffify-able.&lt;br /&gt;
&lt;br /&gt;
*CHARMIES (not permanent pets) can no longer interact (pick up, give, etc.) with Unique items.&lt;br /&gt;
&lt;br /&gt;
*The echoes for a scroll going off twice has been given a space, so it looks less crammed.&lt;br /&gt;
&lt;br /&gt;
*Odd bug (&#039;lololo 2568 lol5&#039;) in the log has been fixed.&lt;br /&gt;
&lt;br /&gt;
We apologize if some of these fixes/changes/updates hamper the difficulty of certain playstyles going forward, but please understand that they were considered at length and administered to combat exploits and unintended practices.  You guys are awesome though, you&#039;ll figure out a way to keep going at full speed!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Area Changes 9-27-2018 ==&lt;br /&gt;
&lt;br /&gt;
NEW AREAS&lt;br /&gt;
*Jam Wasteland is now available. Has some pre-requisites - alchemy related!&lt;br /&gt;
*The Feymarch is now available, linked (for now) at the end of the Mist Cave.&lt;br /&gt;
 &lt;br /&gt;
NEW WORLD FEATURES&lt;br /&gt;
*There are now secret treasure spots (referred to sometimes as &amp;quot;hidey holes&amp;quot;) all around the Cleft. Be on the lookout for a weird, old guy in various Cleft cities for more information.&lt;br /&gt;
*See chobins and palicos getting drunk together at the Rat Cantina, located in the ocean somewhere. Maybe a friendly merchant will let you ride their ship there! If not, maybe you can bother a not-so-friendly merchant until they give in.&lt;br /&gt;
*There is now a publically available Mana Treant. It has some interesting &amp;quot;features&amp;quot;, see note regarding it for more information.&lt;br /&gt;
 &lt;br /&gt;
TWEAKS/CHANGES&lt;br /&gt;
*Booster Tower has been given a face lift, remort-only fight, minor tweaks, new drops, fixes, and new quests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 9-4-2018 ==&lt;br /&gt;
STAT UPDATES!&lt;br /&gt;
-------------&lt;br /&gt;
&lt;br /&gt;
*DEX:&lt;br /&gt;
      If &amp;gt;= 25, chance for a movement to cost 1/2 MV, and to avoid being Disarmed.&lt;br /&gt;
      If &amp;lt;= 9, chance for a movement to cost 1.5x MV.&lt;br /&gt;
      Higher Dex scores now also increase MV regeneration.&lt;br /&gt;
&lt;br /&gt;
*WIS: &lt;br /&gt;
      If &amp;gt;= 25, when using a Rod item there is a chance based on INT for halved cooldown or halved lag.&lt;br /&gt;
      If &amp;lt;= 9, there is a chance based on INT to increase Rod-used cooldown by 25%.&lt;br /&gt;
      If &amp;gt;= 25, when using a Wand or Staff item there is a chance based on INT to withhold using a charge, or boost the spell&#039;s effectiveness by 1.5x.&lt;br /&gt;
      If &amp;lt;= 9, there is a chance to weaken the Wand/Staff&#039;s effectiveness by 25%&lt;br /&gt;
&lt;br /&gt;
*INT:&lt;br /&gt;
      Higher Int now positively affects Mana regeneration and negatively affects cast failure.&lt;br /&gt;
      If &amp;gt;= 25, there is a chance based on WIS to gain spell damage bonuses.&lt;br /&gt;
      If &amp;lt;= 8, there is a chance to accidentally perform drunk speech.&lt;br /&gt;
      If &amp;gt;= 25, there is a chance based on WIS that Scrolls will have halved lag or doublecast one of the spells.&lt;br /&gt;
      If &amp;gt;= 40, there is a chance to doublecast two spells on the scroll.&lt;br /&gt;
      If &amp;lt;= 9, there is a chance to fail one of the spells on a scroll or lose 25% of the spell&#039;s effectiveness/power.&lt;br /&gt;
&lt;br /&gt;
*New Gender Types: &#039;They (Plural)&#039; and &#039;Spivak (e/em)&#039;&lt;br /&gt;
&lt;br /&gt;
*New Spell: Reraise - Instantly revives the caster and restores them completely (EXP penalty for dying is still applied, though!)&lt;br /&gt;
&lt;br /&gt;
*&#039;Idle Hands&#039; spell has been adjusted, now giving Level/2 increases to both Weight and Item capacity, maxing out at +50/+50 at Lv100.&lt;br /&gt;
&lt;br /&gt;
*&#039;Enchant&#039; spell has been renamed &#039;Enchantment&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS&lt;br /&gt;
------------&lt;br /&gt;
&lt;br /&gt;
*Mob Variable Additions: &#039;sex&#039; ifcheck now can use &#039;5&#039; for the Spivak gender (E.g. &#039;if sex $i == 5&#039;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Area Changes 5-1-2018 ==&lt;br /&gt;
*Kakariko Village is accessible&lt;br /&gt;
*The Pillars of Nosgoth are accessible&lt;br /&gt;
*The Ancient Library is accessible&lt;br /&gt;
*Viorar has some updates to descriptions and interactions&lt;br /&gt;
*Chocobo Forest has updated descriptions, item drops and spawn rates&lt;br /&gt;
*The world around the town of Todo has been expanded&lt;br /&gt;
*You now receive a class-specific reward for completing Truce&#039;s community service&lt;br /&gt;
*It&#039;s easier to get back the &amp;quot;mysterious map&amp;quot; item &lt;br /&gt;
*Oopsie Dayzees have joined the Dayzee Family&lt;br /&gt;
 &lt;br /&gt;
*For Builders:&lt;br /&gt;
*Fishing, Phone, Bomb Database added to the immortal hub&lt;br /&gt;
*Bambino Bombs have universal directional triggers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 4-19-2018 ==&lt;br /&gt;
FOR BUILDERS:&lt;br /&gt;
 &lt;br /&gt;
*New mob command: &#039;Addlag&#039; (Adds lag to a player, disallowing them any activity until it wears off)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 4-16-2018 ==&lt;br /&gt;
*Some fixes for cross-room battle issues&lt;br /&gt;
*Players and mobs can no longer flee while grappled&lt;br /&gt;
*Items with the &#039;Melt_Drop&#039; flag can now be stolen&lt;br /&gt;
*Items now have custom disintegration (when Condition reaches 0 through Decay) messages based in item&#039;s innate&lt;br /&gt;
*Various skills will now enjoy damroll bonuses applied to their damage calculations&lt;br /&gt;
*&#039;Crash&#039; is less random, does a bit more damage and also boosts the damage and lessens the damage variance depending on the &#039;Capacity&#039; amount of the vehicle&lt;br /&gt;
*Spells with mob-moving effects (eg, Gravity Well) no longer require the mob to have Mov for the effect to function&lt;br /&gt;
*Dispel now has more effects that it can remove&lt;br /&gt;
*Esuna now has more ailments that it can remove&lt;br /&gt;
*&#039;Charge&#039; affects more Geomancer spells than before&lt;br /&gt;
*&#039;Judgment&#039; now does Holy/Negative damage based on alignment (instead of Light/Dark)&lt;br /&gt;
*Knight spells that have damage dependant on alignment have been updated with specific pairings (light/dark and holy/negative)&lt;br /&gt;
*&#039;Encore&#039; no longer affects Dodge, Parry or Shield Block&lt;br /&gt;
*New Spell: Debilitate (Lowers a target&#039;s level, prevents experience gain while in effect)&lt;br /&gt;
*New Spell: Enchant (Enchant Weapon &amp;amp; Enchant Armor rolled into one spell, affects both types)&lt;br /&gt;
*New skill: Ceremony (Toggled, forced resting position, autoattack off, sacrifice things for bonus mana and slightly adjusts alignment if sacrificing evil or blessed items)&lt;br /&gt;
*Merchants no longer get Enchant Weapon or Enchant Armor, replaced with &#039;Enchant&#039;&lt;br /&gt;
*Magroll scaling is officially in place: Each point is 1% bonus effectiveness up to 20, and after 20 it scales to more-or-less needing 2 points for every 1% efficiency (with slight variance here and there)&lt;br /&gt;
*Remort Tokens are in the process of undergoing an upgrade; eventually, they will be automated and allow a player to auto-remort themselves, including the coverage of remort cost&lt;br /&gt;
*Various readout changes to give the Cleft&#039;s damtypes, elements and overall display a more consistent appearance&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FOR BUILDERS&lt;br /&gt;
*Oset&#039;ing an item with the Decay flag and Oset&#039;ing condition to 0 will cause an item to disintegrate immediately&lt;br /&gt;
*New ifchecks: Objcost, objweight, objextra, objextra2, and objextra3&lt;br /&gt;
*Ageatii has a new (or fixed, anyway) custom message when using the &#039;slay&#039; command&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 3-22/3-23-2018 ==&lt;br /&gt;
*Cure has a slightly lower rate of healing than before&lt;br /&gt;
*Cure&#039;s mana cost has been lowered from 10 to 8&lt;br /&gt;
*Charge will now function with Vitalize&lt;br /&gt;
*A few spells have been excluded from the Metronome list&lt;br /&gt;
*Ninjas can now hide better, generally, and even more so in dark rooms&lt;br /&gt;
*Ninjas now know when they have or have not become hidden.&lt;br /&gt;
*Ninjas now sneak more successfully in dark rooms or while hidden, even more so when both conditions are met&lt;br /&gt;
*Ninjas now know when they have or have not started sneaking&lt;br /&gt;
*New spell: Debilitate (WORK IN PROGRESS)&lt;br /&gt;
*Wording: &#039;Exotic&#039; has replaced &#039;Magic&#039; in a few areas&lt;br /&gt;
*The room affects, sandstorm and flurry, should not do damage if you&#039;re resistant to their respective elements.&lt;br /&gt;
*Alias max has been increased to 32.&lt;br /&gt;
&lt;br /&gt;
For Builders:&lt;br /&gt;
*Added a move if check&lt;br /&gt;
**mvchk &#039;if mvchk $i &amp;gt;= 50&#039;&lt;br /&gt;
*Added object condition check&lt;br /&gt;
**objcond &#039;if objcond &amp;gt;= 20&#039;&lt;br /&gt;
*Added condition as an oset field&lt;br /&gt;
**&#039;mob oset $o condition -20&#039; Adjust current condition by -20&lt;br /&gt;
*Added brief mode check&lt;br /&gt;
**isbrief &#039;if isbrief $n&#039;&lt;br /&gt;
*Oset usage is now limited to the actor&#039;s inventory and in the current room the actor is standing in.&lt;br /&gt;
**Note: If you need to get around this and manipulate an object in another mob/player inventory, use force and mforce.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 3-8/3-10-2018 ==&lt;br /&gt;
*Jumi and Matango now have independent, separate health regeneration rates that is not the &#039;Regen&#039; affect (and thus no longer have the latter in constant effect).&lt;br /&gt;
*CON and WIS now add a slight regeneration bonus to HP and Mana, respectively.  This is especially noticeable in conditions that are not ideal.&lt;br /&gt;
*&#039;Psyke Up&#039; and &#039;Psyke Down&#039; spells added, effects are equivalent to their &#039;Attack Up&#039; and &#039;Attack Down&#039; counterparts except that it influences Magroll instead of Damroll.&lt;br /&gt;
*BUILDERS: Please be careful with using Psyke Down for now, as negative Magroll will prevent both players and mobs from dealing ANY spell damage!&lt;br /&gt;
*&#039;Enchant Armor&#039; no longer increases the target item&#039;s level by 1.&lt;br /&gt;
*Priests now receive slightly more mana when sacrificing gold coins.&lt;br /&gt;
*Choke and Powersurge now work with counterspell. &lt;br /&gt;
*Wisdom helps with failure to cast spells&lt;br /&gt;
*Magroll has been fleshed out for player usage and works as intended.&lt;br /&gt;
*Wall change can be charged to better penetrate saves.&lt;br /&gt;
*Enchant spell has been added, which combines both enchant armor and enchant weapon&lt;br /&gt;
*enchanting with the new enchant spell has slight chance to add -1 saves or +1 hitroll  to armor or weapons, respectively.&lt;br /&gt;
*higher wisdom increases those odds even more.&lt;br /&gt;
*psyke down has been adjusted to be more likely to bypass saves.&lt;br /&gt;
*armor golems are no longer affected by slow naturally.&lt;br /&gt;
*various read out changes, most importantly, lockers and containers.&lt;br /&gt;
 &lt;br /&gt;
For builders:&lt;br /&gt;
*mob award exp works in flat value. Use &#039;mob award $n exp 1234 noscale&#039;&lt;br /&gt;
*mob preitle is a command. for safety reasons, its usage is &#039;mob mforce $n mob pretitle self lolmypretitle &#039; to remove pretitles, just use {x.&lt;br /&gt;
*mobs currently are locked out of magroll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 3-2-2018 ==&lt;br /&gt;
*[[Cynbel_Sea|Cynbel Sea]] is now linked!&lt;br /&gt;
*The following areas have been removed from the &amp;quot;areas&amp;quot; command list: Magmoor Caverns, River City, Zanarkand, Magitek Factory.&lt;br /&gt;
*MiniMedals have been added to: Gold City, Gobi&#039;s Valley, Frosty Forest, Tonoe, Jungle of Illusion, Goreomemu Swamp.&lt;br /&gt;
*Level locks have been removed from: Orbonne Monastery, Guardia Castle, Dr Wily&#039;s Lab, Leires.&lt;br /&gt;
*Item re-balances: Mana Spirit Statues, Mirror Shield, Silver Gauntlets.&lt;br /&gt;
*Mob re-balances: Myrkur Necromancer, Great Rabite, Mushroomized Parasect, Angel Tower Spectre.&lt;br /&gt;
*Pandora&#039;s Clothes in Truce are re-categorized as &#039;jewelry&#039; type.&lt;br /&gt;
*You have more time to complete Norstein Bekkler&#039;s light game in Truce.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 2-19-2018 ==&lt;br /&gt;
*Stealing an item you can&#039;t carry no longer hecks up the item&#039;s location.&lt;br /&gt;
*gptoss&#039; damage is now a natural logarithm instead of base10... look forward to dealing more damage with it!&lt;br /&gt;
*Fling shouldn&#039;t cast weapons into the void or other mobs&#039; inventories.&lt;br /&gt;
&lt;br /&gt;
== Changes 1-26-2018 ==&lt;br /&gt;
*[[Sunsnug_Isle|Sunsnug Isle]] is now accessible&lt;br /&gt;
*Mist Cave is accessible as an expansion to Magicant&lt;br /&gt;
*[[Hu_Lao_Pass|Hu Lao Gate]] is now accessible&lt;br /&gt;
*An alternate unlockable path is available to get to the northern areas of Guardia.&lt;br /&gt;
*Non-Saturn Valley ATMs no longer require ATM cards.&lt;br /&gt;
*The potion seed pots (Crysta &amp;amp; Viorar) have been removed&lt;br /&gt;
*Effects have been added to the remaining existing potion seeds that enemies drop&lt;br /&gt;
*The speech in Lu Bu Feng Xian&#039;s delivery call is toned down&lt;br /&gt;
*The reward for collecting all the Chaos Emeralds is improved&lt;br /&gt;
*Asina on Joel Island more directly gives out quest initiation hints&lt;br /&gt;
*Bugfix where Moon Saber was not being rewarded&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 1-10-2018 ==&lt;br /&gt;
*doubled the internal SPL_SPRD variable, which should reduce the  variability of spell damage somewhat.&lt;br /&gt;
*those NPCs you thought were healers.... aren&#039;t anymore. see selan and company for uncursing and IDing stuff now.&lt;br /&gt;
*http://cod.mudmagic.com/who.php which conveniently updates whenever anyone who&#039;s not a staff member types &#039;who&#039;.&lt;br /&gt;
* &#039;report skills&#039; -- for ordering your pet reveal its innate combat skills.&lt;br /&gt;
*the &#039;cactus stool&#039; made by a level 0 Mokuton no longer WORSENS regeneration.&lt;br /&gt;
*Frost Saber now has a chance to apply a short-duration Slow.&lt;br /&gt;
*Players and mobs warcry&#039;ing at themselves have a better echo now.&lt;br /&gt;
&lt;br /&gt;
for builders:&lt;br /&gt;
*mobs and objects no longer have a &#039;material&#039;&lt;br /&gt;
*shopkeepers now *clone* objects when selling them, instead of making new ones.&lt;br /&gt;
**this means infinite &#039;inventory&#039; objects can be modified or restrung  while still in the keeper&#039;s inventory, and the changes will now propagate to the bought copy.&lt;br /&gt;
*plus some other changes i probably forgot&lt;br /&gt;
&lt;br /&gt;
-Benamas&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 12-30-2017 ==&lt;br /&gt;
*Jutsu&#039;s lag time reduced from 20 to 12&lt;br /&gt;
*Fumes now applies Poison instead of Fear -- rev up those Leeches&lt;br /&gt;
*Ninjas get the Fear spell at level 45&lt;br /&gt;
*Merchants now get Firebreath instead of Heat Metal at level 50&lt;br /&gt;
*Gptoss is about half the cost to use but does the same damage&lt;br /&gt;
*Dual Wield now functions correctly/at all when you have 2x/3x-cut&lt;br /&gt;
*fixed that rogue . when paralyzed&lt;br /&gt;
*converting gold to silver in banks is now free (but who does this)&lt;br /&gt;
*&#039;report offense&#039; shows magroll now&lt;br /&gt;
&lt;br /&gt;
== Changes 12-29-2017 ==&lt;br /&gt;
*Magroll is now percentage-based: 1 magroll is now equivalent to 1% more damage when casting a spell that deals damage.  Builders, keep this in mind going forward when/if adding Magroll to items!  Healing is also slated to be affected by this as well, but is not yet.&lt;br /&gt;
&lt;br /&gt;
== Changes 12-27-2017 ==&lt;br /&gt;
* &amp;quot;MAGROLL&amp;quot; is a thing now. It applies a flat damage bonus to most spells and damaging affects. There will be some exceptions (base Summoner spells), and there will be some instances where magroll has an exaggerated effect (multi- hit spells like Rainbow). Some builds will be better, some won&#039;t be affected, but none should take a nerf from this. Regardless, we&#039;re in uncharted territory!&lt;br /&gt;
* Characters receive a bonus to Magroll similar to how Strength affects Damroll in practice, this is going to be about... 5 magroll for most casters&lt;br /&gt;
* Builders can put Magroll on mobs and items (replaced previously nonfunctional bonus to saves vs paralysis?) -- use this sparingly, as you did damroll!!!&lt;br /&gt;
* Bleeding damage now caps at level*3 per round so megabosses don&#039;t drain dry for thousands of damage per round&lt;br /&gt;
* Enchant Weapon&#039;s effect with Damroll has been readjusted up to 15%. More tweaking possible pending smoothing out Magroll.&lt;br /&gt;
&lt;br /&gt;
== Changes 12-23-2017 ==&lt;br /&gt;
* any potential mob with vnum 3708 will be able to attack now (weird stock bug)&lt;br /&gt;
* many abilities no longer penetrate the Shell affect&lt;br /&gt;
* &#039;rod&#039; and &#039;event&#039; type items will display their current cooldown time when Scan&#039;d/examine&#039;d&lt;br /&gt;
* enchanted weapons were having their damage bonus DOUBLED -- this has been corrected from 20% extra damroll per enchant to 10%&lt;br /&gt;
** this seems like a nerf but check out the helpfile -- it was only SUPPOSED to be 5%&lt;br /&gt;
* giga drain&#039;s mp cost cut by 1/3&lt;br /&gt;
* vampires only regenerate 1hp/pulse while exposed to sunlight&lt;br /&gt;
* plus other changes I&#039;ve forgotten!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 6-15-2017 ==&lt;br /&gt;
UPDATES:&lt;br /&gt;
*Pip will refresh his inventory every day even when players are away.&lt;br /&gt;
*Flameshe and the pumpkinhead butler will now not accept items (for now)&lt;br /&gt;
*Electrical barrier seems to be working correctly.&lt;br /&gt;
*Aisu&#039;s door is two-way.&lt;br /&gt;
*El Nido quest list fixed&lt;br /&gt;
*Vehicle loss in quest rooms: There isn&#039;t really a good solution that doesn&#039;t involve revamping how vehicles work.&lt;br /&gt;
*Kiki responds to Elazul when appropriate.&lt;br /&gt;
*The certain Gypsy Camp quest has the appropriate story prerequisites now.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changes 6-04-2017 ==&lt;br /&gt;
* added &#039;glance&#039; command to show only room name, exits, and contents when &#039;brief&#039; is on&lt;br /&gt;
* re-added &#039;exits&#039; command -- beware of fake room names (re: mobprog trickery)&lt;br /&gt;
* re-added &#039;resistances&#039; command -- shows a short version when &#039;brief&#039; mode is on&lt;br /&gt;
* fixed a problem involving mobs with vampirism and the haunt affect which probably broke a bunch of other things too&lt;br /&gt;
&lt;br /&gt;
for builders:&lt;br /&gt;
* new exit flag &#039;nomob&#039;&lt;br /&gt;
&lt;br /&gt;
for me:&lt;br /&gt;
* cleared various compile warnings&lt;br /&gt;
* prototype &amp;quot;who&#039;s online&amp;quot; webpage cod.mudmagic.com/who.htm -- for now, only updates when a staff member types &#039;who2&#039;&lt;br /&gt;
&lt;br /&gt;
--Ben&lt;br /&gt;
&lt;br /&gt;
== Changes 3-29-2016 ==&lt;br /&gt;
Various other changes have went in, but here are the highlights:&lt;br /&gt;
&lt;br /&gt;
*oset is finished off with using flag names (vs their numerical value) in the value(0-4) slots, where needed. (the imm command &#039;set obj&#039; has been updated to do the same)&lt;br /&gt;
*&amp;quot;pet&amp;quot; has been added to the necromancers, to retrieve the corpse of all pets at once(that actually leave a corpse). Eg. necro pet&lt;br /&gt;
*Added affected2 if check eg. If affected2 focus&lt;br /&gt;
*Added fast affect2 flag (works like the fast vehicle flag)&lt;br /&gt;
*Added &#039;quicken spell&#039; (applies fast)&lt;br /&gt;
&lt;br /&gt;
== Changes 1-20-2016 ==&lt;br /&gt;
New mob commands:&lt;br /&gt;
   mset          - See &#039;help set&#039; for details&lt;br /&gt;
   oset          - This isn&#039;t actually new but more has been added to it, see &#039;help set&#039;&lt;br /&gt;
   mforce        - Allows players to execute mob commands without the use of an event item. (ie mob mforce $n mob cast fireball)&lt;br /&gt;
   mob face name - Mobs change their name tags&lt;br /&gt;
&lt;br /&gt;
New Variables:&lt;br /&gt;
   $A            - Same as $o, without quotes around name tags&lt;br /&gt;
   $b            - Mob&#039;s remember target&#039;s race&lt;br /&gt;
   $B            - Mob&#039;s remember target&#039;s level&lt;br /&gt;
   These have been added to &#039;help variable&#039; (Thanks Odwofi!)&lt;br /&gt;
&lt;br /&gt;
Various Changes:&lt;br /&gt;
   Brief mode is (re?)enabled due to volume of requests lately&lt;br /&gt;
   Wildcasting has been changed to a toggle&lt;br /&gt;
   Wildcasting has been added to affects2&lt;br /&gt;
   Affects2 can be toggled with mob flag&lt;/div&gt;</summary>
		<author><name>Sunflash</name></author>
	</entry>
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