Bugfixes
The following items have been released today:
- Furious assault can now be used while mounted
- The power version of spells can now be cast while mounted, just like old spells.
- Creeping Doom and Rot powers will now automatically target the next available aggressive mob if the original targeted mob dies before the spell is over.
- Globe power duration is now modified by specialization.
- Several crash bugs fixed.
Double XP!
All experience gain is doubled for this weekend, starting now!
Have fun everyone!
Unity is Live
The Unity update has been released. Here’s a quick look at the changes, but please scroll down and read the previous news entries for more detailed information.
Gameplay:
- All racial grouping and spell casting restrictions have been lifted.
- Dayblind has been replaced with a reflexive Daylight Adaptation power for all Underdark races. This power will allow them to see during the day in exchange for a hit roll penalty. This penalty is gone by level 20.
- Half-Orcs have been added as a new PC race. They can be any class except Psionicists.
- Vision code has been overhauled and restored to its previous state.
- Mountain Dwarves and Grey Elves have been ranemd Shield Dwarves and Moon Elves, respectively.
- Trolls’ in-combat regeneration rate has been restored to what it was prior to this January, when it was accidentally downgraded.
Zones:
- Iceplane: Cryonax’s greaves fixed.
- Magma: Drakes are bigger now.
- Troll King: Horde shield fixed.
Help files:
- Added “help size”
- Added all Half-Orc help files
Zone Updates
- Dreadmist: Dragging at entry portal bug fixed. Puppet staff enabled.
- Ixarkon Prison: Neothelid, faerzress, and dweomer-defender procs revised.
- Finder’s: QST dialogue clarified.
- Terrissek: QST item is now takeable/giveable.
- Fire Plane: A few new things added!
- Hulburg: Slime whip proc fixed and reenabled.
Zone Updates
Dragonspear Castle:
- New and deadly foes have been spotted deep within the bowels of the castle.
- The mechanics and items of this zone have been tweaked along with a collection of general fixes.
Dreadmist:
- Belladonna potion fixed.
- Some enemies have learned fearsome new powers.
- Other minor fixes and tweaks.
Unity
Unity
noun
- the state of being one; oneness.
- a whole or totality as combining all its parts into one.
- the state or fact of being united or combined into one, as of the parts of a whole; unification.
The next major game update to Toril is codenamed Unity, and here’s what’s it’s all about.
Racial Unification
All races and classes can group together freely in Unity. NPCs will respond to good and evil races in the same manner, and equipment can still be restricted to either side, but all characters are welcome to group with whomever they choose.
While role-play and theme are very important to us at TorilMUD we’ve decided that it is time to break the artificial barrier of the Race wars. Just as in tabletop D&D, your character is your character and you can now role play them as you see fit. All player characters are by definition extraordinary individuals who may find themselves in extraordinary situations that wouldn’t be appropriate for normal people. We hope everyone will enjoy this opportunity to forge your character’s own path.
Vision
Dayblind has been removed and replace with an innate power called Daylight Adaptation. This power will allow all Underdark races to see normally in the sunlight, though they will incur a hit roll penalty in the lower levels for this. Eventually, that penalty goes away and high level Underdark characters will see during the day with no penalties.
In addition to the dayblind changes, the vision code has been overhauled and restored to work the way it did before the last round of changes. Normal, undead, and infravision should all function the way you expect again.
Half-Orcs
To celebrate the unification of the races, we’ve added a brand new player race called Half-Orcs. Here are some pertinent details:
- Hometown in Baldur’s Gate
- Can be any class except Psionicist
- Small boosts to Strength and Agility
- Small penalties to Intelligence and Wisdom
- Innate power: Furious Assault
- Can wear both evilrace and goodrace gear.
Balance
Obviously, this change has the potential to introduce major balance issues between the newly unified races. Rather than trying to preemptively guess what those problems may be we’ve opted to take a wait-and-see approach. We’ll make changes as needed, and will strive to make those as low impact as possible. Any potential changes in the future along those lines will be communicated clearly and in advance as well.
When?!?
We’re currently targeting the first weekend of October to release this update. If you have any questions please feel free to comment on this post or start a thread on the forums.
New Zone: The Dread Mist
The Dread Mist zone has been added to the MUD. This zone is open to levels 1 through 50 and features new quests and high level adventures. Come check it out!
Power Fixes
The following Powers tickets have been fixed:
- #237 - Minute meteors / magic missile share alias ‘mm’
- #234 - Mage flame can now target others
- #232 - Divine Power now grants its bonus attack
- #231 - Dragonscales no longer works on immaterial targets
- #230 - Powers can now be cast on self in single-file rooms
Click the link below to see more details on these tickets or to see what else has been flagged for the next version.
Colors!
Toril now has support for the XTerm 256 color protocol. This means that those of you on supported clients can now see a whole range of new ANSI colors, just as soon as we add some to existing zones and items.
Note: If your client is NOT supported or you keep the color toggle off, the MUD will automatically choose the closest matching old color. In other words, you can keep playing with any client you like, you just won’t get to see the new colors if your client isn’t supported.
Supported clients include:
- CMUD
- Tinyfugue
- TinTin++
- Apple Terminal (OSX Lion only)
- Putty
- TinTin++
To turn on the new colors, you must toggle “colors” from inside the game. You can test to see if your client supports the colors by using the new “color” command, which will display something similar to the screenshot below if you have support for the extended colors. If you have any questions please feel free to leave comments on this post.

Power Radius updated
Power Radii previously had a hard limit on how many targets they could effect. The Huge radius, for instance, was limited to 8 targets. Now, each radius size can hit a percentage of targets in the room but is guaranteed to hit at least minimum number. This means that power area spells can now hit many more targets in a large fight setting. For reference here’s the radius sizes with associated percentages and minimums:
- Radius: Small Min: 2 Pct: 25%
- Radius: Medium Min: 4 Pct: 33%
- Radius: Large Min: 6 Pct: 50%
- Radius: Huge Min: 8 Pct: 75%
Example: Inferno has a Huge radius, so it can hit up to 8 mobs or 75% of the aggressive mobs in the room. If you’re fighting 10 giants, you can hit a max of 8 (since 75% is only 7 mobs), but if you’re fighting 20 you can now hit up to 15 (as 15 is 75% of 20).
Note: To get the maximum radius for your area spell, you’ll want to target it at a mob in the middle of the room list so that he radius expands outwards from them into the other targets. Casting it with no target means it radiates outwards from yourself, so unless you’re in the middle of the room list you won’t be getting full effectiveness.
In other Power news:
- Rot now activates the first wave immediately
- Doom no longer works on wraithforms
- Magic missile fires the right number of missiles again
