Tijer · Tue Jul 7 16:43:28 2026
This mud is based upon a 2006 version of the War of Legend code, which
can be found @ godwars. Net port 4200.
This version of the mud was originally from September 11th 2006. The
version on the godwars. Net server went in a different direction with lots
of SQL updates, and a new room structure, whilst this version has stuck to
the original look/feel of the MUD that i ran in 2006/7 called Reign of
Chaos. I have worked on several bugs in the code and written helpfiles for
just about ever single command the mud has. I have also been through the
entire codebase fixing and updating any issues that could cause crashes on
never operating systems. There has also been several new updates added to
the MUD. We list every single change made to the mud since its original
start date of 23rd June 2005
Have fun playing this MUD and please report anything that doesnt seem right
to an immortal!
Payn · Wed Jul 8 18:13:23 2026
alright, so, Ashfall, Cathedral and ironspire seem to be balanced better
but are basically 1 shot berserk kills per room. not a bad thing, on the
right track IMO. Ninth Circle is the best balance so far IMO, as i can kill them
but suffer HP loss up to and inculding death! Voidreach pretty much 1 shot me
as well as Titans Tomb. not necessarily a bad thing either, as im not a
fully decked out player, so room to improve on my end could change the outcome.
plus they are the highest listed mobs in the area help, so one would expect
them to be tough!
-Payn in the arse
Tijer · Wed Jul 8 18:42:30 2026
On Wed 8th Jul 2026 6:20pm, Payn wrote:
> alright, so, Ashfall, Cathedral and ironspire seem to be balanced better
> but are basically 1 shot berserk kills per room. not a bad thing, on the
> right track IMO. Ninth Circle is the best balance so far IMO, as i can kill them
> but suffer HP loss up to and inculding death! Voidreach pretty much 1 shot me
> as well as Titans Tomb. not necessarily a bad thing either, as im not a
> fully decked out player, so room to improve on my end could change the outcome.
> plus they are the highest listed mobs in the area help, so one would expect
> them to be tough!
> -Payn in the arse
I have tweaked them a little.... there was also some major modification to how
mobile hitpoints was defined... I guess we'll have to wait and see how hard/easy
the mobs are now? Can always change the code back to how it was originally if
it makes the other areas too easy to kill :)
Too hot today so i probably will be idle for the rest of the night.
Tijer · Fri Jul 10 20:09:48 2026
So i have added an accounts system, as this has always worked well on the War of
Legend MUD. These accounts should work as intended, but there may well still be
issues. If you find a bug, please report to me and i will look into it!
-Tijer
Tijer · Sun Jul 12 08:18:00 2026
Really do need players for Ideas for this place, so therefore i will leave things
as they are for a few more weeks. This version is probably now more stable than it
ever was, so we'll see :)
- Tijer
Tijer · Thu Jul 16 09:41:43 2026
Having lots of issues here at vineyard. Haus with quota usage. I will
look into moving the mud back to godwars. Net, closing the current WoL mud
on port 4200 there and replacing with this version. This will take a while
to sort however.. So please keep yourselves updated via notes!
Tijer · Fri Jul 31 19:52:04 2026
Coding here has slowed down as there isnt much else that needs to be to done to the
codebase. I will look into getting the Werewolf code from the original WoL mud
which is at godwars.net port 4200 ported over at some point. But other than that
we've got everything needed done.