Aabahran the Forsaken Lands
A text game of role-play and player combat. It has run since 2000.
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play.theforsakenlands.com 1848Use this address in any MUD client. How to connect
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1
Connect
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The game asks you for an account name and a password. One account holds all of your characters.
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Make a character
You pick a race, a class and an alignment. You can plan the character here before you make it in the game.
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Cabals
All cabalsRecent changes
All changes28 October
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Identify now shows what a cooked dish or a pot of steeped tea does when you eat or drink it, and lore shows part of it.
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Iggilwiv now drops rank 90 scraps and Order rank 95 scraps, and both drop pages more often.
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The cabal promotion clock no longer reads an hour short.
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The game now tells you when your tool is a masterwork tool and not a master's tool.
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Master's places now find a master's tool that you keep in your tool roll.
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A master's place now tells you when it has nothing left to teach you.
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Bazaar commissions can now ask for a master's tool (see HELP BAZAAR).
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A master's tool now meets any grade a commission asks for, as long as it has its full edge.
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Bazaar show now includes the edge of a master's tool and any enchanter's mark.
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An empty pot of steeped tea has the container's own name again.
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You can no longer fill or pour into a pot that still holds steeped tea.
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Most seated pieces of plate and leather now come out a little stronger.
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Every seated piece of armor now comes out with room for a cut health, armor, mana, hitroll or damroll stone.
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Flawless stones and stones that improve saves now fit fewer seated pieces of plate and leather.
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Elaris, enchanter of the Fae, now turns a magic item into arcane essence for 500 gold, at the grade an enchanter gets (see HELP HIRE).
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You can no longer disenchant a cut gem.
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Disenchant now refuses a container that holds items, so you do not lose them.
- Wiki
27 October
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Game
A glyph that fades on worn gear can leave a settled mark of half its strength, if the piece has room for it (see HELP GLYPH).
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Smiths, leatherworkers and tailors can now craft munition armor, plain work that is never rare (see HELP CRAFT).
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Jewelers can now socket rare crafted armor at a rank of half its level, and the chisel never ruins it.
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Haste, frenzy, sanctuary and heal no longer reach a dish or a pot of tea.
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The herbs in a meal or a tea now have no effect on members of a cabal that refuses magic.
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Cooking now teaches when the meal is done, not when you start it.
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Alchemists can now distill foraged herbs of tiers 1 to 5 at any rank, and the bottle is as strong as their rank allows.
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Shop stock now teaches a little, up to ten pieces in each trade a day.
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Enchanters can now disenchant up to ten pieces of shop stock a day, and the essence keeps the shop mark.
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Disenchanting a stronger item now teaches an enchanter more.
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Imbue now finds arcane essence in your open bags.
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Jewelers can imbue gems with their own gem dust at full strength, two gems a day (see HELP IMBUE).
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Gem dust no longer turns armor and save virtues backwards, and you can imbue an affected gem again to fix it.
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Plain amulets, bracelets, earrings, diadems and torcs now keep an open seat for a stone.
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A strong stone set in a jeweler's piece makes it rare, the same as at the bench.
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Jewelers with no ingot can work three pieces of the same ore together for the full metal.
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The brokers now put up small lots of trade goods each day, and answer wants that nobody fills within a day (see HELP BAZAAR).
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At login the broker tells you when a buyer wants goods you carry.
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Abandoning a trade now sets it aside, and you get your rank back if you swear to it again (see HELP ABANDON).
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Trades you abandoned before this change come back to the guild book too.
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Master work no longer makes you wait between works, and each work teaches a smaller amount instead (see HELP MASTER WORK).
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Type profession ledger to see how close each of your trades is to its next rank.
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Profession <trade> now shows the rank where each master work stops teaching and how much it teaches each time.
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Masters now get a message when they kill a boss whose page someone else already took.
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Clients that use GMCP can now read your master work progress.
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The trades sheet no longer shows a cap of 100 for trades still below 80.
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Master's pages now teach new works to tailors too (see HELP TAILORING).
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Master's pages now teach new works to enchanters too (see HELP ENCHANTING).
26 October
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Most lockboxes now hold a few pieces of ore, lumber, herbs, cloth or hide.
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Stow all puts away every item it should, not just the first one.
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The bazaar takes commissions for crafted work (see HELP BAZAAR).
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Master work is open, and HELP MASTER WORK explains how a trade earns ranks 81 to 100.
- Bosses in the end game areas carry master's pages, plans and scraps of pages.
- Four scraps of the same rank make a page.
- Exploring an entire end game area gives a scrap once for each character, and if you explored one before, you get its scrap at your next login.
- Beautifully engraved lockboxes sometimes hold a scrap of a master's page.
- A trainer can tell a crafter of rank 80 where to find a page they have not read (see HELP APPRENTICE).
- Trainers post orders for master work and pay gold for it.
- Some end game areas now hold deep seams, deep pockets, old growth and wild gardens.
- Fishers with a master's rod can fish the deep water in some end game areas.
- From rank 81, gatherers sometimes find rare items or a weathered chart that leads to a cache (see HELP DIG).
- Gatherers of rank 82 can survey an area, and at rank 90 they sense when an area holds master work.
- At rank 88, woodcutters can tap trees for resin, fishers can bait the hook and butchers take horn.
- Some bosses carry a master's cut, such as a hydra's heart, and a butcher with a master's knife can take it.
- Woodcutters of rank 90 can chop wood from some great beasts, and fishers of rank 92 can play a fish on the line.
- From rank 80, fishers find beautifully engraved lockboxes more often as their rank climbs.
- At rank 95, miners sometimes find a vein open again after its last ore, herbalists can sow herbs, and fishers with a deepwater rod can raise a sea beast.
- Master's pages teach new works to smiths, leatherworkers, fletchers, jewelers, alchemists and cooks.
- From rank 84, crafters make finer work as their rank climbs.
- At rank 82, most crafters learn more about their trade's goods when they examine them, and cooks read a dish's infusions and how long it keeps.
- Smiths of rank 80 can forge master tools from plans, and a tempering kit adds edge to a master tool.
- Smiths of rank 80 can smelt tier 6 metal with master's tongs, fold metal at rank 85 and temper a weapon or armor to purpose at rank 88.
- Smiths can make arrowheads and crossbow locks for fletchers.
- At rank 90, masters can make named tools (see HELP NAMED TOOLS).
- Fletchers can make a master's rod and coils of master's line.
- With a master's knife, fletchers of rank 80 can string a bow or a crossbow with giant's sinew or set a heartwood core in it.
- Tailors can work starweave, the tier 6 cloth that herbalists find in wild gardens.
- Five tier 6 herbs grow in wild gardens, and each one puts two spells in a bottle or a dish.
- A cook of rank 80 makes dishes that do not spoil.
- From rank 90, alchemists can do the great work (see HELP TRANSMUTE).
- At rank 90, jewelers can cleave a legendary stone, and leatherworkers can make waxed boots and cloaks against the weather.
- At rank 95, jewelers can force a ring's setting.
- Most trades have a grand work or a grand find at rank 95 (see HELP GRAND WORKS), and the game announces the first of each to every player.
- Rank 100 in a trade makes you a grandmaster.
- There are now 300 true names for godforged weapons.
25 October
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- PK
24 October
- Wiki
Aabahran