June 13, 2025
PATCH NOTES ADDENDUM
REINCARNATION CHANGES
-------------------------------------
* You can now reincarnate an unlimited number of times. Each reincarnation
beyond the 5th will grant no additional benefits, but you can choose a
new race, reroll your HP gains at each level, and have fun playing with
your friends! XP to level will be the same as your 5th reincarnation.
SPELL CHANGES
----------------------
* Correction to wipe notes: 'Wave of Darkness' is meant to say 'Wave of
Terror'.
* 'Ghostskin' no longer provides immunity to critical hits.
* 'Aura of Command' applies STR instead of CHA.
* 'Boon' spell is no longer affected by 'HEALING_RECEIVED,' including ranks
and items.
CLASS CHANGES
----------------------
* Shaman legendary bonus changed from CHARISMA to WISDOM (updated HELP
LEGENDARY SHAMAN to reflect).
* CHA ranks removed from the rank merchant.
* Druids' legend spell requirements have changed and should be much easier
to obtain.
* Scout instincts spawn more quickly across the board.
* Instinct 'crab' gives damroll instead of ranged_damroll.
* Instinct 'piranha' gives hitroll instead of ranged_hitroll.
* Vulture instinct room distribution is now more balanced.
* Instincts can no longer be re-bonded via 'bond' if the player already
knows the instinct. This is to prevent spirit extraction abuse.
RACIAL TRAIT FIXES
----------------------------
* Correction to wipe notes: Irda has no DETECT_INVIS.
* Irda also lost SENSE_LIFE.
* Qualinesti gained SENSE_LIFE.
RACE/GUILD ELIGIBILITY CHANGES
------------------------------------------------
* Theiwar dwarves have been practicing their dark arts, and can now be
Dark Knights.
* The higher elves, Silvanesti and Qualinesti, can now follow the path of
Paladins.
* Gnomes have become more in tune with nature and can now be Druids.
QUALITY OF LIFE
----------------------
* Paladins and Dark Knights can now order their dragons to "rear" to
prevent mobs from attacking them when the player walks into a room.
Ordering them to "front" will cancel this effect.
* All typos reported during the last wipe were fixed. The typo report file
has been purged.
* Please continue to report future typos with the 'typo' command.
GENERAL HELPFILE UPDATES
----------------------------------------
* Updated helpfiles to reflect current wipe changes and additional
clarifications. Please let us know if we missed anything via the 'typo'
command.
* Guilds by race and races by guild helpfiles should match and be accurate.
* Added "DYNAMIC ITEMS" helpfile.
- Arctic Staff
June 7, 2025
!!!!! NEW WIPE PATCH NOTES !!!!!
You've all been deleted.
The game will reopen Saturday, June 14th, 2025 at 1:00PM UTC.
This wipe includes possibly the most extensive changes to Arctic MUD in a
single wipe in the game's history.
Many of the changes are internal mechanical changes to the way the game
functions and are not visible to players. However, many substantial changes
have also been made to game-wide, player facing systems.
We're pleased to announce a long list of world additions, system revamps,
bug fixes, class changes and quality-of-life improvements that we believe
will enrich your playing experience for the new wipe.
-----------
NEW SYSTEMS
-----------
RACE AND REINCARNATION REVAMP
-----------------
* All races have been completely rebalanced from the ground up, ensuring
better balance of attributes, maximum hit points, regeneration rates,
and racial bonuses.
* Character age no longer impacts hit or movement points.
* Each race now has a specific racial bonus, many of which are unique to the
specific race. The design goal was to try to give each race its own
identity, with the aim of not tying a given race to a specific guild.
* All races which were previously 'exotic races' are now standard races.
* Half-ogres are no longer alignment restricted.
* Dargonesti are no longer alignment restricted.
* Primary attribute choice removed for all races except for human and
half-elf.
* Unique racial bonuses are received at creation (Reincarnate 0, R0), with
increasing bonuses received upon a player's 2nd and 4th reincarnations.
* The reincarnation system has been overhauled. Reincarnation bonuses have
been changed and are now tied in with race.
* Saves bonuses have been removed from reincarnation entirely.
* Reincarnation bonuses are now as follows:
* R0: Base racial bonus
* R1: Max HP bonus. Max move bonus. +1 Rank point. +1 Attribute
* R2: Max HP bonus. Max move bonus. +1 Rank point. Racial bonus increase
* R3: Max HP bonus. Max move bonus. +1 Rank point. +1 Attribute
* R4: Max HP bonus. Max move bonus. +1 Rank point. Racial bonus increase
* R5: Max HP bonus. Max move bonus. +1 Rank point. +1 Attribute
* Race related bonuses will be respected when players reincarnate between
different races. For example, if a human were to reincarnate twice as a
human (R1-R2), then decides to reincarnate as a gnome for the third
reincarnation (R3), all human bonuses will be lost and the the related
gnome bonuses and reincarnation (R1-R3) affects will be inherited for
a gnome as expected.
* Each race's attributes and bonuses are outlined below:
* Human: Average & flat stat distribution. Receives 2 bonus Rank Points
and a primary stat choice at creation to compensate for average
stats. Good HP, average regen. Receives a bonus to all skills at
creation. Receives further bonuses to all skills and to health at
reincarnation milestones.
* Half-elf: Similar attributes to human, although slightly less robust
and more dexterous due to elven heritage. Receives 2 bonus Rank
Points and a primary stat choice at creation to compensate for
average stats. Average HP, above average regen. Receives a small
bonus to extra attack chance, resist heat and cold at creation.
These bonuses increase at reincarnation milestones.
* Silvanesti: High dexterity and intelligence, with weaknesses in other
physical attributes. Below average HP, above average regen. Receives
a spell damage reduction and a bonus to learn at creation. Gains a
bonus to resist magic and magical sleep immunity at the first
reincarnation milestone, and a further increase to spell damage
reduction at the second.
* Qualinesti: High dexterity and wisdom, with weaknesses in other
physical attributes. Below average HP, above average regen. Receives
a spell damage reduction at creation. Gains bonuses to healing
output and mental acuity chance at reincarnation milestones.
* Kagonesti: High strength and dexterity, with weaknesses in
non-physical attributes. Average HP, above average regen. Receives
a slight extra attack chance bonus at creation, which increases at
reincarnation milestones.
* Dargonesti: Slightly above average strength and dexterity, but lacking
wisdom. Average HP, above average regen. Can breathe and move freely
underwater from creation. Gains a bonus to dodge chance at
reincarnation milestones.
* Hylar dwarf: High strength and constitution, but poor dexterity. Above
average HP, average regen. Receives a very small physical damage
reduction bonus at creation, and small damage reduction bonuses at
reincarnation milestones.
* Hill dwarf: High wisdom and constitution, but poor dexterity and
intelligence. Huge HP, average regen. Receives a small bonus to
healing received at creation, which increases at reincarnation
milestones.
* Theiwar dwarf: High intelligence and dexterity, but poor wisdom.
Average HP and regen. Receives an increase to spell and physical
critical chance at creation, and these bonuses increase at
reincarnation milestones.
* Daergar dwarf: Good dexterity and constitution, but weak non-physical
attributes. Above average HP, average regen. Receives a very small
physical damage reduction bonus at creation, and small damage
reduction bonuses at reincarnation milestones.
* Kender: Exceptional dexterity, with weaknesses in most other areas.
Below average HP, average regen. Gains increased dodge chance at
creation, and this bonus is increased further at reincarnation
milestones.
* Gnome: Very high intelligence and dexterity, with weaknesses in most
other areas. Low HP, average regen. Gains bonuses that make them
slightly harder to hit and bash at creation. These bonuses increase
further at reincarnation milestones.
* Irda: High wisdom, but weak dexterity. Average HP, average regen.
Gains immunity to charm affects at creation and the ability to
detect invisibility at creation. Gains minor bonuses to healing
output and mental acuity chance at reincarnation milestones.
* Half-ogre: High strength and constitution, with weaknesses in most
other areas. Above average HP, average regen. Gains a minor increase
to damage dealt at creation, and this bonus is increased further at
reincarnation milestones.
* Minotaur: Exceptional strength, with weaknesses in intelligence and
dexterity. Above average HP, average regen. Gains a critical strike
bonus at creation, and this bonus is increased further at
reincarnation milestones.
* Goblin: Above average strength and dexterity, with a weakness in
intelligence. Average HP, huge regen. Gains immunity to poison and
the ability to detect poison at creation. Receives a bonus to health
and healing received at reincarnation milestones.
* New command: 'reincarnation'- Displays bonuses received by the race.
CHARISMA REMOVAL
----------------
* The Charisma stat, also known as CHA, is removed from the game entirely.
* All items that had CHA affects on them have been changed to affect other
relevant stats, based loosely on which class the item is best suited.
Should any residual items be found with lingering CHA modifiers on them,
please report them by their full name with the 'bug' command.
e.g.: `bug I found "a frilly, pink kilt" with CHA stat left on it.`
* The Shaman class now gains spell slots based on WIS rather than CHA.
* All CHA stat rolls have been removed from class set items.
* Any item sets or set affects that affected CHA have been changed to affect
other stats.
* Dynamic items no longer roll CHA.
* Skills and spells affected by CHA have been changed. Many, but not all of
these are listed below.
* 'Amelioration' skill cooldown is now shortened by INT rather than CHA.
* 'Ancestral spirit' spell now gains strength via the caster's INT.
* 'Assault' skill's effectiveness is now modified by DEX.
* 'Avenging faith' skill will now land more frequently with high CON, but
its effectiveness is modified by INT.
* 'Banish' skill's effectiveness is now modified by INT.
* 'Banishment' skill's effectiveness is now modified by WIS.
* 'Bind' skill effectiveness, under certain conditions, benefit from DEX.
* 'Bladecurse' skill's effectiveness is now modified by STR.
* 'Boon' spell has had its CHA bonus removed entirely.
* 'Control' skill's effectiveness is now modified by WIS.
* 'Fluke' spell has had its CHA bonus removed entirely.
* 'Fortress' skill's effectiveness is now modified by CON.
* 'Gate' now relies on the caster's INT to summon higher quality charmies.
* 'Gaze' skill's effectiveness is now modified by CON.
* 'Ghostmaster ritual' spell cooldown now based on caster's WIS.
* 'Hex' skill's effectiveness is now modified by WIS.
* 'Holy word' is now modified by caster and victim INT.
* 'Inspire' skill's effectiveness is now modified by DEX.
* 'Monstrous mantle' spell's effectiveness is now modified by INT.
* 'Omen' spell now grants skill bonuses based on the caster's INT.
* 'Rally' skill's effectiveness is now modified by DEX.
* 'Rapture' skill cooldown is now shortened by STR.
* 'Ritual voyage' spell success chance is now based on WIS.
* 'Spook' skill's effectiveness is now modified by INT.
* 'Stupefy' skill's effectiveness is now modified by INT.
* 'Taunt' skill's effectiveness is now modified by INT.
* Legendary 'tenacious heart' spell affect is now based on the caster's HP.
* 'Transmogrify' spell's cooldown is now reduced with high CON.
* 'Turn' skill's effectiveness is now modified by INT.
* 'Twisted fate' spell is now affected by WIS.
* 'Wave of Darkness' spell is now modified by CON.
* 'Wither' spell's success rate is now modified by INT.
* 'Zombify' spell now uses a contest of INT between the caster and victim.
* The level of conjured pets in certain cases will be affected by WIS.
* Divine powers cooldowns will be affected by WIS.
* Rent discount from high CHA removed.
SCOUTS REVAMP
-------------
* Scouts no longer select a path (Ocean, Mountain, or Sky) at character
creation.
* The familiar scout 'paths' are re-envisioned as 'terrain' types.
* Scouts now have access to instincts from all 'terrain' types but may only
channel and activate instincts from their active 'terrain' type. In
practice, this means scouts may now swap freely between the three
terrain types, but cannot "mix and match" instincts.
* Scouts can learn and bond instincts from any terrain type.
* Legendary instincts are no longer permanently active. They must now be
channelled and quelled in the same manner as normal instincts, but do
not count towards instinct limits.
* Scouts can now buy legendary ranks for all terrain types.
* New command: 'quell all' added as a quality-of-life change.
* Instincts can no longer be quelled whilst on cooldown after being used.
* Scouts are no longer required to bond or learn instincts in any specific
order, and can now learn or bond any instinct freely provided they meet
the relevant level requirement(s).
* Previous legendary ranks that increased depth channelling limits have had
that particular bonus removed. A new standalone legendary rank that
increases instinct depth channeling limits has been created so that this
bonus is not tied to any particular terrain type.
* All items and set item bonuses with RANGED_HITROLL or RANGED_DAMROLL have
been changed, predominantly to have those affects replaced with HITROLL
or DAMROLL respectively. Many were changed so they can only be worn by
the Scout guild.
CRITICAL STRIKE
------------------
* The critical strike system was affected by a long-standing bug that
resulted in critical strikes not increasing the damage of the attack.
This has now been fixed, and critical strikes will now correctly deal
higher damage than a normal hit.
* Be aware that this change also applies to mobiles, who will now also
benefit from increased damage on critical hits.
* Different attack types have been given different critical damage
modifiers. Generally, critical damage modifiers are lower for weapon
types that have secondary effects attached to their critical strikes.
* The IMMUNE_CRITICAL rank has been removed as part of these changes.
CLANS/STRONGHOLDS
-----------------
* Player limits associated with clan sizes have been changed as follows:
Small 20, Medium 35, Large 60.
* Coin costs associated with clan sizes have been changed as follows:
Small 25000, Medium 75000, Large 125000.
* 'Clan disband' command now requires a confirmation before executing.
* Clan stronghold code was refactored, yet again, to correct issues and add
support for future upgrades. Please be on the lookout for any oddities.
NEW ZONES
---------
* Gwynned, the great jewel and imperial capital of the North, has been added
and functions as a new start location.
See HELP AREA GWYNNED for more details.
* Empire of Ergoth, a massive expansion of Northern Ergoth has been added.
See HELP AREA EMPIRE OF ERGOTH for more details.
* Emperor's Bay, the waters west of Gwynned has been added.
See HELP AREA EMPEROR'S BAY for more details.
* Castle di Hojan, a Solamnic stronghold, has been erected within the
Southlund Province of Solamnia.
See HELP AREA CASTLE DI HOJAN for more details.
* Aunik, a township of Vingaard has been added.
See HELP AREA AUNIK for more details.
ZONE EXPANSIONS AND REVAMPS
---------------------------
* Castle Crimson has been moved and has had a minor overhaul. It is now more
geographically correct and has an increase in activity.
See HELP AREA CASTLE CRIMSON for more details.
* Many existing zones in Northern Ergoth have had very minor modifications
to accommodate the new (above) zones. For example, Leopald Serindal II
has taken residence in Gulfport. His fervor for collecting ancient
Ergothian artifacts remains as steadfast as his cousin, Emperor
Mercadior. Players may find the paths slightly altered, and a few new
mobiles in the region. A new item set was introduced. Additional spell
loads added.
* Several mid and high level zones that had mediocre rewards or were
generally unpopular have had their rewards rebalanced in an effort to
make them more attractive destinations for adventurers.
* Numerous zones and quests have been changed to prevent players from
skipping sections. In some instances, previous "skips" will now result
in adverse consequences.
* Argand's Keep has had a soft revamp and should now be a better experience.
MISCELLANEOUS WORLD AND QUEST CHANGES
-------------------------------------
* A new world quest has been added to the Renegade Wizards zone. The start
of which can be found in Northern Ergoth.
* Huntress Dumas in Wayreth now offers a new item which may aid prospective
renegade hunters in locating the enemies of the Conclave.
* Many Hylar dwarves have had their race changed to Hill dwarf for a more
even medal distribution.
* Cabre Tohz and Shyn should be better about not getting stuck in places.
* Several high-end weapons have had their damage dice, HITROLL and DAMROLL
changed slightly to provide more variation, without affecting balance.
* A few high-end quests have been changed.
* An enigmatic outsider has taken residence in the Inn of the Last Home,
replacing the former rank merchant after his mysterious disappearance.
* Xak Tsaroth: Several fixes and quality of life changes have been
implemented to various aspects of the zone. Mobile difficulty has also
been tweaked.A certain item is now usable while in combat. A certain
keyword is now repeatable following a specific action. Some mobiles have
been made slightly easier. Summoning and relocating locations have
become more abundant. A certain Xak Tsaroth specific ailment no longer
prevents players from renting. A specific race was included in the
Dragonarmy ranks. Several mobiles were renamed to break up the monotony.
Some lesser items were improved. A certain item description was made
more clear. A certain path requiring stealth was made easier.
* Ancient Labyrinth: Mobiles no longer respawn endlessly, and some mobiles
have been made slightly easier. Ranks and several reward items have been
rebalanced in an effort to make the area more attractive as an
adventuring destination. Some lackluster items have had their stats
improved. A certain item was fixed so that it no longer needs to be
repeatedly repaired. Messaging of some keywords has improved. XP was
reduced on some mobs to account for being made easier. There was a
slight increase in rank mobs.
* Blood Sea: A bug that prevented quest was fixed which prevented the
spawning of certain rewards being accessed has been fixed.
* Castle Crownguard: Some rewardsA certain undead mobile was fixed. Certain
mobiles will now appropriately respawn on zone reset. Certain end-zone
items were rebalanced, resulting in lower overall power.
* A certain world quest bug was fixed, which made the quest exceptionally
easier than intended.
* A certain dragon is now 'thrustable'.
------------
ITEM CHANGES
------------
CLASS SET ITEMS
---------------
* Class set item loads now have a chance to load a token instead of a set
item. These tokens can be exchanged at a vendor (whom you will have to
find) for a chosen set item piece, which will not have randomized stats.
* Many mobiles that would load a class set item did not because of an
already loaded existing item. These class set items will now load upon
death of the mobile.
DYNAMIC ITEMS
-------------
* A new tier of dynamic items has been added. These items will always roll
with the highest available stats of the highest existing tier. In
addition, each item has a unique 'special' which provides an additional
bonus, some of which may alter the behavior of a spell or skill. While
many of these bonuses are class specific, there are several which
incorporate multiple classes. As such, these items are extremely rare.
SPELL LOAD CHANGES
------------------
* All mage spellbooks, druid tablets, cleric prayerbooks and shaman charms
have been adjusted.
* Relearn spell objects will now only load in the lowest tier of spell
object for each class.
* Scrolls that can be used for locating spellbooks, prayerbooks, tablets,
and charms have been added to some magic shops, albeit at a high price.
SKILLS/SPELLS
-------------
DRUID:
* 'Lightning storm' spell has been moved to 8th spell level.
* 'Granite hand' spell will now slap an extra time.
* 'Granite hand' spell moved into the highest spell loading tier.
* 'Healing cloud' has been removed, along with the relevant legendary rank.
* 'Earthblood' spell has been added to the Druid spell list at 7th spell
level. This spell will apply a small 'heal over time' on the target.
Casting 'refresh' on a target affected by 'earthblood' will trigger a
large cure and remove the earthblood affect.
* 'Earthblood' spell added as a legendary requirement for Druids.
* 'Earthblood' legendary rank added for Druids.
CLERIC:
* 'Fortify self' spell now applies resist acid.
WHITE ROBE:
* 'Boon' spell no longer benefits from heal boost.
* 'Boon' spell will now only trigger healing on self-cast damage shields.
* 'Cleanse' spell no longer removes the cooldown of siphon magic.
* 'Jinx' spell may now cause a target to fumble their weapon.
BLACK ROBE:
* 'Youth' spell was removed from the Black Robe spell list and replaced with
the 'nightvision' spell.
RED ROBE:
* 'Chain lightning' spell will only use potency for its first attack.
DARK KNIGHT:
* Fixed a bug which made gaze much harder to land than intended.
* Fixed a bug which made bladecurse much harder to land than intended.
Note: Additional spell & skill updates for this wipe may be found in the
"CHARISMA REMOVAL" and the "QUALITY OF LIFE CHANGES' sections of this
news post.
-------
GENERAL
-------
MOB AI
------
* Mob AI has been improved. For example, mobs will now...
- Try to dispel elemental shields and other helpful spells more often.
- Act after dodging if they are fighting.
- Prioritize throat punch versus spell casters.
- Prioritize skills on a more logical basis.
- Try other fun things intended to kill you.
* Mob AI may vary, generally depending on the difficulty of the mob in
question and other tuning. As this is a new system, we will be tuning
knobs behind the scenes as the wipe(s) progress.
QUALITY OF LIFE CHANGES
-----------------------
* Targeting syntax for mobiles can now distinguish between charmed (+) and
uncharmed (-) mobs. For example, to order your first charmed spirit in
the room, use 'order 1+spirit' and to bind the first uncharmed spirit in
the room use 'bind 1-spirit'.
* New command: 'affects sort' will list your affects sorted by name.
* New command: 'affects duration' will list your affects sorted by
descending duration; affects with unknown duration will appear last.
* New option: VAULT_AUTO_MAINTAIN. If set, it will use money from your bank
to maintain expired items in your vault. Only uses money from your
personal bank, and charges a premium. You will deadbeat if you run out
of rent money.
* Charmies will not autocast healing spells when they are at high health.
* New commands: 'spellcraft add|remove ' and 'spellcraft
containers'. See HELP SKILL SPELLCRAFT for details.
* Spell component items can now be targeted by 'power' keyword in many
instances. E.g.: 'get low.abjuration pouch'.
* Skillful messages are no longer received if your current skill level is
below your max skill pre-reincarnation.
* Reincarnated characters now have anti-spam measures as if level 30.
* Casting the 'cloak of bravery' spell will now refresh its duration.
* Cooldown on mend when unable to mend anymore has been removed.
* The 'list' command at rank merchants will filter ranks by name as well as
effects.
* The output of list ranks has been improved.
* New command argument: 'conjure list'.
* The 'Mass fly' spell now properly refreshes the basic 'fly' spell.
* 'Ancestral blessing' spell may now be recast.
* 'Gate' spell charmies now have DETECT_INVISIBLE by default.
* 'Create food' spell now creates slightly less food.
* The 'inspect' command now takes the argument 'condition' to avoid
outputting the object's stats if it has previously been lored.
E.g.: "inspect shield condition"
* 'Featherfall' now shows its expected duration in score.
* 'Heal boost' now shows its expected duration in score.
* 'Stupefy' will now show in score for affected players.
* 'Bind' skill now works with less restrictions.
* 'Delayed blast fireball' will now give a message when it destroys clouds.
* 'Summon faerie' is now self dispellable.
* The 'clan who all' command now sorts by rank, then name.
IMPORTANT BUG FIXES
-------------------
* Spells cast from a scroll, wand, staff or potion will no longer use their
legendary versions, even if the caster has the relevant legendary rank.
* Attempting to open or pick a door in a direction which does not have a
valid door will no longer hint at a secret exit being present.
* Fixed a bug where adrenaline rush expiring could cause players to go into
negative movement points.
* Fixed a bug where casting 'calm' could reveal hidden objects in specific
circumstances.
* The FREE_ACTION flag now correctly protects against entangle.
* Countless other bugs, many reported through the 'bug' command were fixed.
Thank you to all who reported them!
CONCLUSION
----------
We hope you all will enjoy all of the numerous additions, system revamps,
fixes, and quality-of-life improvements that are upcoming in this massive
wipe. More than a quarter of the entire codebase was refactored or touched
in a heavy manner with this patch: this is undoubtedly the most code work
touching the game in a single wipe in at least a decade, if not all time.
The hours contributed by the immortals - the long nights, screen-staring,
and unbridled creativity of our Gods - are done for our player base. We try
to keep the MUD a constantly refreshed experience, while still maintaining
the game's legacy and history.
Please refrain from unnecessary badgering & pestering the immortal staff
for confidential wipe information, but rest assured that we will again
strive to do our best to usher in the new wipe with a bang.
A major thanks goes to the following immortals who held large roles in game
development, creation of incoming zones, approvals, project management, or
other 'heavy lift' duties for the upcoming wipe:
Adepali, Alecto, Anista, Ayeka, Jorquin, Kafilat, Kholos, Kragg,
Kyuss, Loopley, Rhak, Rinso, Seeros
Special thanks are also in order for additional immortal staff who were
involved in various levels of testing, project development, or fulfilling a
notable support role in regards to the wipe content: Aigin, Anariel, Edwai,
Gatir, Gnua, Lloth, Mick, Oere, Oom, Pazzar, Rinad, Salcha, Vespin.
Thanks for playing Arctic, and may you all die!
- Arctic Staff
May 24, 2025
--- THIS IS A PWIPE ANNOUNCEMENT ---
May you all die.
You will all be deleted Friday, June 6th, 2025 at 11:00PM UTC.
The new wipe will begin Saturday, June 14th, 2025 at 1:00PM UTC.
The immortal staff has been tirelessly developing, creating, and coding
features for the upcoming wipe. The wipe opening will give way to possibly
the most extensive amount of changes performed in a single wipe in Arctic's
rich game history.
New expansive zones are incoming, races and related stats have been
overhauled, reincarnation bonuses are freshened, scouts will have much
deserved flexibility in their play style, a new tier of dynamic items will
be introduced, mob AI has improved, code has been greatly refactored &
optimized, multiple bugs have been squashed, and countless other changes
remain to be told.
The full wipe notes will be presented following the mass character
extinction and only after we have verified stability in the game server
with the patch. We hope to post the official 2025 wipe notes on the
ArcticMUD website within 24 hours after taking the game offline. The wipe
notes will be posted here: http://arcticmud.org/pages/news.html.
Until that time, experience, rank experience, and coin gains will be
doubled for the remainder of this wipe.
Thanks for playing Arctic,
- Anista