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News Archive: September 2002



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9/30/2002 HSN Release: Beat Someone Up
Ever wanted to beat someone silly but were afraid of being locked out? Ever wanted to spill a little blood without taking a life? Tired of having silly, nitwit ghosts whine about unconsented PVP when they darned well *knew* they deserved it? We know the answer to all of your prayers! Now available in an Elanthia near you ... CHALLENGE and WARN.

Please don't feel pressured to read the detailed usage on these fine verbs. REALLY. Don't feel ANY PRESSURE. We'll only lockout half of you who don't. At our discretion. Ok, randomly. So don't you worry about learning about how all this stuff works. Don't worry at all. SO THERE!

We at Simutronics wish you all a happy, sunshiny day.

9/30/2002 HSN Release: Meetin Hall Expands on Teras!
Kanzar Ragnak announces the completion of the Teras Isle Meeting Hall. Four meeting rooms are now available for rent in the facility. The Borthuum Clan urges you to stop by and visit the newest service offered on the Isle.

9/30/2002 HSN Release: Lunacy!
Many folks have suggested the recent bouts of insanity may be directly related to the phases and positioning of our moons. Astronomers and astrologers have claimed this simple fact for ages, but it has only recently become apparent to the layperson when and where these heavenly bodies drift in their cosmic dance through the heavens.

So, if you are wondering why that empath is off his rocker, or when that wily bard will finally go berserk, take a look up at our moons of Lornon, Liabo, and Tilaok and track them through the night sky.

9/30/2002 HSN Release: Warcry Improvements
After weeks and weeks of practice, and untold tankards of ale to soothe their throats, the Guildmasters of the Warrior Guild are pleased to announce an improvement has been made to the morale boosting warcries. Previously, the warcries only lasted one minute, but with practice and a commanding presence warriors will now find the cries lasting several times longer. *Note* This added length will prove more stressful on the vocal cords by an appropriate amount. Additionally the warcries will no longer be affected by the spells of heroism or bravery and may be done in rooms where magic cannot be cast.

9/29/2002 HSN Release: Moonlight in Wehnimer's
In addition to the improvements made to the appearance of the town streets some weeks ago, the atmosphere of the old town of Wehnimer's Landing has now been improved with lamplit streets and moonlight after dark. The eternally brightly lit streets of yore have been replaced with night breezes, wharf rats and dark water to improve the after-dark ambiance!

9/29/2002 HSN Release: Registrars in Elven Nations Cities!
Registrars are now open for business in the cities of Ta'Illistim and Ta'Vaalor. Register your prized possessions in the comfort and safety of the elven cities!

Registration of an item should not be construed as an insurance policy of any type, nor is it proof of ownership. It simply establishes a detailed record of the item, and that it was at one time in the possession of the person who paid for the registration.

At the low, low fee of only 10 silvers, isn't it worth establishing a record of your item? We thought so!

9/29/2002 HSN Release: Elanthian Eyesight Improved!
The pall of nearsightedness that has heretofore prevented the residents of Elanthia from noticing things which should be obvious even to a half-witted cave gnome has finally been lifted!

You will now find yourself able to INSPECT the glorious details of many things people are wearing, such as the elaborate murals painted on everyone's cloaks, belt buckles, or boot-straps.

Tailors, blacksmiths, and merchants are also rejoicing at the ability to notice more obvious information about many items. (NOTE: Breakage figures will no longer spoil the beauty of your item's description when you LOOK, but will require ASSESSing.)

9/28/2002 HSN Release: Animal Companion Released!
Rangers around Elanthia have noticed new found abilities in communicating with animals in the wilds. Some rangers have reported befriending these animals and gaining a new companion in their adventures.

9/28/2002 HSN Release: Sorcerer Guilds of Elanthia Open up Shop
The Sorcery Guild Council of Elanthia is pleased to announce that the guilds now house shops within their walls that carry a small selection of wares that the guild believes practitioners of sorcery will find useful.

The guilds have assured the press that only a minimal loss of life was caused trying to conjure some of the items. Enjoy!

9/27/2002 HSN Release: Malwith Inn Opens Suites to Public!
Malwith, owner and operator of Malwith Inn in Ta'Vaalor, has announced the opening of two new suites in the upstairs area of his inn. Each suite is complete with a bath and bedroom. Stop by and enjoy Malwith's renowned hospitality!

9/27/2002 HSN Release? Odd Occurences
A strange howling was heard around South Haven early this morning; however, local citizens could not find the source of the noise. Shortly thereafter, black-robed figures were seen walking along Lornon Avenue.

Authorities investigated the complaints against the noise and strangers, but their search came to an end just after it started with no further information.

9/26/2002 HSN Release: Convert: Convert Verb Updated
Due to further input, and fixing a slight error, the CONVERT verb has been modified. Some players may notice their alignment is no longer what they set it to before. This will likely occur only in the group of people who selected deities between the numbers 32 to 40. All other numbers should have remained constant. However, in order to allow those folks to switch back to what they had before, the restriction of only choosing once has been temporarily lifted.

This restriction will be put back in place roughly around midnight, this coming Saturday, the 28th. So please make sure to adjust your alignment prior to this cutoff date if your deity was within the group that shifted.

9/25/2002 Warrior Profession Meetings
Come to the warrior meetings to discuss the upcoming Combat Maneuvers list and other warrior changes with the Warrior Guru. The current topic list will primarily cover the combat maneuvers list. Any extra time will be an open discussion for warrior issues. The meetings will be held in the forum tents from 8:00 PM til 9:00 PM EST on Monday, September 30th and Thursday, October 3rd. Please read the meeting rules and details in the Warrior Ways section of the BBS.

9/25/2002 HSN Release: Convert
A new verb, CONVERT, has been released in conjunction with the changes to 302. With this verb, a person can align themselves with their chosen deity mechanically. For Clerics, a change in their 302 spell will result from this as certain types of deity favor Smite while others favor Bane. For any questions, concerns or comments, please consult the BBS.

9/25/2002 HSN Release: New 302 Revealed (Smite/Bane)
After years of communion with the Arkati and greater spirits of the lands, the Clerical High Council achieved a new height of enlightenment. Through several rituals and rites, the Clerics managed to establish a greater connection with their deities. Many pilgrims from all lines of worship have already been CONVERTed into the fold and proudly announced their devotion.

Through this connection, many Clerics have seen a transformation in their ability to turn undead. A large sect of Clerics report that while still being effective against the legion of the undead, the spell now displays unique traits that did not exist before, such as plasma damage. A separatist group of Clerics report they have totally lost their ability to truly harm the undead. However, those Clerics delight in the fact they can now further serve their deity properly with the newfound ability to harm the living!

(The spell is being released in a beta form. Changes to how the damage works, mana costs, and other factors that go into the spell are subject to alteration. Please take any comments or concerns to the BBS and/or e-mail [email protected] directly. I look forward to any type of feedback, both positive and negative, as it will help me adjust the spell properties to be beneficial to all parties. Thank you for your patience and assistance. -uliq)

9/23/2002 Ta'Vaalor Cleric Guild Opens!
Discussions with the Vaalorian elves have been fruitful for representatives of the Guild. As such, a formal branch of the Cleric Guild has been established in the eastern side of the world, within the fortress city of Ta'Vaalor. Its doors are open to all who would seek to learn the lessons of the elven Patrons.

9/23/2002 Vote for GS3 as #1 Every Day!
Here's your chance to cast your vote for GemStone III as the #1 MUD! Go to http://www.topmudsites.com/cgi-bin/topmuds/rankem.cgi?id=gemstone click the button to make your voice heard. Vote every day and let's show them who's the best!

9/23/2002 HSN Release: Live Bait
A smuggler's cutter, the Live Bait, has been seen slipping through the blockade surrounding the Solhaven harbor. When last seen, the vessel was heading south. What cargo she carries hidden in her hold, none can say.

9/21/2002 HSN Release: Krolvin Slavers in River's Rest
Last evening Krolvin Slavers made a lightning raid on the island of River's Rest. During the raid, the Krolvin succeeded in destroying the magical portal connecting River's Rest to the Landing. Several people were captured as slaves and taken aboard a slave ship. As the ship set sail, however, the luck of the Krolvin changed. Their ship ran aground on the mainland north of River's Rest, and their prisoners escaped... only to find themselves in a strange and dangerous new territory. Cut off from their comrades by vicious beasts and the deadly waters of Maelstrom Bay, they had to find their way back to the island.

At present no access to or from River's Rest has been discovered. The search for a safe passage off the island continues.

9/19/2002 HSN Release: Half-Elf Cultural History
Their courage and independence forms within a crucible of age-old prejudice and unjust Imperial law. Their spirit arises through unique challenges in family and communal relations. A race of outsiders, a race of heroes. Read the history of half-elves at http://www.play.net/gs3/info/tomes/halfelf_home.asp!

9/19/2002 HSN Release: Dwarf History Document Released
Craftsmen and warriors, dwarves are known for their hardiness and courage. Now read of some of the events that shaped this race into what it is today. Read more at http://www.play.net/gs3/info/tomes/dwarf_home.asp.

9/19/2002 Ebon Gate Festival
The shadows gather and the time draws nigh to honor Lorminstra with feasting, shopping, and ghostly fun as Elanthia turns out to kick off the biggest festival of the year! Now 100% More Scary!

For more information, go to http://www.play.net/gs3/quests/info/ebon_gate_2002.asp.

9/14/2002 Maneuvers Updated
As part of the process of balancing the creatures and their opponents across all levels, the main maneuvering system has been modified. All creatures and their opponents should be careful while in combat until such time as they can determine how this change impacts them and their tactics. Among the spells that now use the newer maneuver system that previously did not is the lesser elemental wave spell making it no longer as heavily reliant on the combat maneuvers skill.

9/14/2002 HSN Release: Major Elemental Wave (435)
The Consortium of Magic Guilds assigned a team to investigate and identify the hereto theoretically possible but unproven properties of the Elemental Wave spell. After many months of research the team was prepared to admit defeat that it couldn't unlock the further mysteries of the spell. Then when they were preparing the last test, by happenstance an apprentice accidentally knocked a tincture of pure mana into the spell potion and proceeded to knock the potion to the floor igniting the wave. In the resulting elemental wave, massive energies were given off, killing all within the laboratory.

Only due to the foresight of an off-site Sorceress and Wizard acting as remote observers with a sorceror eye and a familiar was anything possible to be reconstructed. Prior to the eye and familiar being killed, they were able to observe the last moments of the laboratory and provide the details necessary to recreate the massive outflow of energy upon a target as the elemental wave strikes it. With this knowledge, it is now known that increasing the energy invested in the casting of the wave can cause the wave as it strikes a target to release a portion of that energy into the target causing damage and possible death.

Full control of the resulting energy release is not yet viable but the Consortium is confident enough in what they do know to release the information necessary for the more powerful elementalists to be able to cast the spell they have termed Major Elemental Wave.

9/12/2002 HSN Release: Non-Corporeal Undead Critical Messaging
Non-corporeal undead creatures (those without physical bodies) will now feature critical messages when struck in combat with weapons and certain spells. This change will only affect the messaging during combat.

9/8/2002 HSN Release: The Art of ...
Cobbling! A congregation of artisans have set up shop in Wehnimer's Landing and are currently teaching the ways of how to fashion footwear fashionably! Visit the warehouse on East Ring Road and become a craftsmen of fame and renown! Or simply save your silvers and make your own shoes! Cobbling is here to stay!

9/7/2002 Focused Implosion Changes!
The Implosion spell may now be focused on targets within town-controlled areas. Bear in mind that unfocused implosion in a town area will still function as it had previously.

If the town law is not making arrests, such as during most times of defense against invasions of the town, using Focused Implosion will not result in your being charged with any offense for the casting of the spell unless it murders someone. Remember, though, that casting such a spell in a town area during times when law enforcement is active is still viewed as endangering public safety.

ATTENTION: This means you *will* be charged for endangering public safety if you cast implosion, focused or not, in a town area while the law is active!

Hunt responsibly and safely!

9/6/2002 HSN Release: Grand Reopening of the Icemule Temple
Thanks to the overwhelming generosity of the citizens of Icemule, together with a timely gift from our halfling brethren in the Shirelands, the Temple Deans are proud to announce the Grand Reopening of the Temple of the Arkati in Icemule Trace! Come visit the grand structure, restored to all of its original glory - and more! Join with the other faithful of your sect in reconsecrating the altars, or pick up those ceremonial items in one of our many kiosks. Open this weekend only is the Temple Staff Lounge, which offers for sale some very special prayer beads.

9/6/2002 HSN Release: The Art of ...
Cobbling! A congregation of artisans have set up shop in Wehnimer's Landing and are currently teaching the ways of how to fashion footwear fashionably! Visit the warehouse on East Ring Road and become a craftsmen of fame and renown! Or simply save your silvers and make make your own shoes! Cobbling is here to stay!

9/6/2002 HSN Release: New Shops Open in Zul Logoth!
Clan Leader Wynoza announces the opening of two new shops in Zul Logoth! Please stop by Warewic, Warewic & Mastil, Meat Importers and Marcketel Mushroom Exporters and sample their wares.

9/5/2002 HSN Release: Three New Tales
Prepare yourself to be delighted and intrigued as you follow the magical transformations of body, mind and spirit that occur within three new tales. One, a Halfling legend -- Philomaera: A Tale of the Goating (http://www.play.net/gs3/info/tomes/filomaera.asp), and two new Human tales -- The Fenvaoks' Gift (http://www.play.net/gs3/info/tomes/fenvaok.asp) and The Great Diviner (http://www.play.net/gs3/info/tomes/diviner.asp).

9/5/2002 Blind Bug Fix
A lingering bug that's existed with the Blind spell has been fixed. Creatures which were never meant to be stunned will now ignore the adverse effects of the Blind spell. For further information, comments, or concerns please head to the Cleric Spells folder located in the Cleric category in the BBS.

9/5/2002 HSN Release: Bind, Frenzy, & Interference Enhancements
After months of tedious research, the Empath and Cleric guildmasters rejoice in newfound abilities contained within their mastery of major spirit casting.

The most improved of all spells, Interference, has undergone a complete transformation. Due to the tireless efforts of the researchers, the spell's ability to decrease the offensive effectiveness of a target has increased. Along with this new boon, a few side effects of the magical essence have been discovered. The target's ability to defend certain types of incoming attacks has been lessened somewhat. Researchers have discovered that the spirits also appear to hamper the casting effort of certain types of creatures, having no ill effects on creatures with natural casting ability, however. Finally, because of the enhanced spiritual magic, the target's defensive warding of the spell has been lessened somewhat.

Along with the improvements to Interference, Bind and Frenzy have seen improvements to their magical essence. A target's ability to ward off Frenzy has been hampered somewhat with the new concentration of magic contained with the spell. The ability of a target to ward off Bind remains the same on its own. However, if the target is already beset by spirits Interfering with its actions, it is more difficult to defend against a cast of Bind, as the spirits called to Bind the unfortunate victim are already present and Interfering.

9/2/2002 HSN Release: Improvements to Warrior Disarm
After much research, the Guildmasters of the Warrior Guilds of Elanthia have devised a new technique for the DISARM skill. Warriors who have mastered the skill will now be able to disarm using their empty right hand. For further discussion, please read the Warrior Guild message boards.

9/1/2002 HSN Release: Important News Regarding Traps
As the denizens of Elanthia's wilds become more devious, new and deadlier traps have begun to appear! Keep your eyes peeled! Additionally, local law enforcement has decreed that the detonation of certain traps within their jurisdiction shall be cause for a trip to the slammer!

IMPORTANT: Area effect traps have returned in force, some new, some old, and all deadly! If you kill other players via a trap within law enforcement jurisdiction, YOU WILL BE HELD ACCOUNTABLE!

9/1/2002 HSN Release: Locksmith Guild Announces Disarming Tools
Tired of being forced to dirty their hands with mud like a common ditchdigger, local locksmiths have begun to sell disarming kits. Each kit contains various implements bound to be useful to anyone from a dabbler to a grandmaster! See your local purveyor of locksmith tools for yours today! You might have a hard time getting by without it.

9/1/2002 HSN Release: Enchanting
After an endless amount of research, countless hours of tedious work into the wee hours of the night, and frustrating set backs, the Wizard Guild has finally provided a means of Enchanting again. However, it does come at great risk! The Guild would like to thank all the people out there who supported them during this difficult time. Without their help, and the assistance, and items they provided, it is widely believed Enchant would have been lost to us forever.

Due to your efforts the Guild has managed to formulate potions that will once more allow Wizards to successfully enchant items! This will require learning new methods, but some may find it well worth the effort. For those eager and brave enough to try, there are potions available at your local guild hall.

Read the Notes on Enchant for details on how enchant works!





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