What's new

Changelog

Every change to the realm and the site, version by version, the newest first.

v1.8

The Equipment page

  • ImprovedEvery page of the website has its own address (www.acropolis-ascendant.com/help/quest, /bestiary/3011, /equipment/3217...), its own title and description, and a picture when you share its link on Discord or elsewhere: the search engines can now find each creature, piece of equipment, land and help page. Old links still work.
  • ImprovedNew pictures: the Lane of Houses and the inside of the houses are painted, and so are the new objects: the hard leather cloak, belt, bracer and buckler, the rings and amulets of the jeweller, the Banner of the Long Road and the Crown of the Hundred and Fifty.
  • ImprovedThe realm takes its full name: Acropolis Ascendant, everywhere in the game and on the website, its logo, its world map and its wallpapers.
  • NewFour more boards on the leaderboard: Hunters of the Bestiary (the most different creatures slain), Wanderers (the most rooms walked into), Challengers of the year (challenges of the day won this year, from zero each 1 January) and Merchants (the gold earned at the Market).
  • NewLeaderboard: three new boards, the Campaign, the Heroes campaign and the Rewards: the ten furthest on each road, those who finished first in their order. Once ten players have finished a road, its board is frozen for ever as the history of the realm. The First Deed of the Campaign gave way to them.
  • NewRewards: some eighty achievements to win once each for quest points (different creatures slain, the whole bestiary of lands, every room of lands, levels, Ascension, quests, the Campaign, waystones, maps, arenas, wars, your mightiest blow, wealth, time in the realm...), and a challenge every day of the year, one for each band of level (slay creatures in a land, or complete quests) for quest points and gold. The Rewards square of the game (under You) shows them with your progress and each land's bestiary and rooms; the website's Rewards page lists them all, with the calendar of the year (help rewards).
  • NewThe Campaign: a longer road beside the questmaster. Ten chapters of ten levels, ten named creatures each across the realm; each gives quest points the first time your group slays it, each chapter a bonus, and the whole Campaign the Banner of the Long Road, a level 101 banner that floats above you. Then the Heroes campaign, for the remorted heroes: the 150 strongest creatures of the realm, for the Crown of the Hundred and Fifty and its title. The Campaign square of the game ticks every creature as it falls, and the website's Campaign page lists them all (help campaign).
  • NewYour first steps (First steps in the main menu, Help > First steps, and from the home page): a new player taken by the hand from the creation of the hero to level 5, through the Mud School and Midgaard, in thirteen steps with pictures of the real game: training, gear, the coloured dots, the first fights, resting, the arena, the easy marks and the shops of Midgaard, and where to go next.
  • NewThe Market: sales on consignment instead of the auction channel. Put an object on sale for a week (market sell <object> <price>), buy from anywhere (market buy <number>); when it sells the gold goes to your bank, less 5%, at once or at your next login, and what does not sell comes back to you. The website has a Market page listing every sale with its stats, and the Market square of the game (under Town) buys, sells and takes back (help market).
  • ImprovedThe auction channel is gone (auction, noauction): the Market took its place.
  • NewHouses: up a stair from Main Street, the Lane of Houses sells a house of your own for 50,000 gold and 300 quest points. Name it and describe it, keep your treasures in its chest (never lost, kept by a remort), go home from anywhere with home, invite your friends, and add furniture: a bigger chest, a bed and a hearth (hit points and mana come back three times faster), a trophy rack of your deeds. The House square under You does it all (help house).
  • FixedA remort keeps your locker too: until now its objects were lost with the old life.
  • ImprovedHelp > All commands no longer lists the commands the game has turned off (track, arenamob).
  • NewDouble experience: five times a day, at random hours, every kill gives twice the experience for ten minutes. The whole realm is told when it begins and ends, a golden 2× XP badge counts the minutes left at the top of the game, and the experience bar of the hunting screen turns gold (help double xp).
  • ImprovedAhkeem the tailor and the blacksmith of New Thalos no longer keep a shop, and Rachelle of the Centaur Kingdom no longer sells her fluffy towel.
  • ImprovedThe shops of New Thalos take over after Midgaard, from level 12 to 20: Tobble sells a leather set (level 12) and a studded leather set (level 15), Abdul his mail and shields from ringmail (level 12) to field plate (level 20; the mail still costs a little mana), and Igor his swords and polearms from level 12 to the two-handed bastard sword (level 20), all with hit and damage. Each piece has a small gift.
  • ImprovedThe jeweller of Midgaard sells rings and amulets for after the MUD School instead of loose gems: copper (level 5), silver (level 8) and gold (level 10), each with a small gift (life, mana, wisdom, intelligence, hit and damage...). She still buys the gems you find.
  • ImprovedThe weaponsmith and the armourer of Midgaard follow the leather worker: every weapon of the weaponsmith beats the school weapons (level 5, and level 10 for the long sword, the mace, the battle axe and the staff, with hit and damage), the scale mail is a level 8 set and the chain mail a level 10 set, each piece with a small gift, and the three shields too. The wizard's bracelet of protection (level 8) guards better: armour, saves and life.
  • NewHelp > All commands: every command a player may type, by theme, with a line each and a search box (open, give, look...); the Hero and Legend commands are marked.
  • ImprovedThe hunting screen shows your experience under your hit points, mana and moves: the XP still to the next level (TNL), or to the next rank of Ascension for the heroes.
  • ImprovedThe leather worker of Midgaard sells a full hard leather set for level 5, sturdier than the school gear: jerkin, cap, pants, boots, gloves, sleeves, and now a cloak, a belt, bracers and a buckler, each with a small gift (constitution, dexterity, life, moves...). Her plain leather pieces (bracer and belt too) cost a few dozen silver. The creatures of the MUD School carry twice as much silver, and the vagabond of Midgaard more.
  • ImprovedThe tabs at the top of the game read Game, Hunting, Classic Telnet, in that order.
  • ImprovedBeside the shortcuts of the game screen (a fight opens the hunting screen, with Flee, the potions and the next foe), the rooms around are scanned by themselves: who stands north, south, up..., with a dot for each monster's danger; a click on a way goes there. Enter portal shows there when a portal stands in the room, Loot when a corpse lies here. The potions are no longer on the game screen (the hunting screen has them), and the hunting screen shows the spells upon you, under its potions.
  • FixedOn the hunting screen the Hunting tab is the lit one now, and a click on Game or Classic Telnet leaves the hunt for that screen.
  • ImprovedA long room description no longer needs a scroll bar: its letters grow smaller until it fits under the picture (a short one keeps its size), and on a small screen the picture gives up a little height so the whole text shows.
  • NewRemort in the web client: heroes have a Remort square (under You) that shows what is needed (level 101 and now 30 hours played, no longer 50) and what is kept; type your name, then choose the new race and class, the remort ones among them, on the creation pages. A new Remort page in the Help tells it all.
  • ImprovedA remort keeps everything now: all your objects (in your inventory, your locker stays your locker), your gold, silver and bank, your quest points as a quest token, your waystones, maps, hours and all the leaderboard counts. Only the level, the experience, the race, the class and the alignment start again. And if the connection drops during the remort, nothing is lost: you come back as you were.
  • FixedA remort gives back all the skills and spells of the life before, as it should (the old code could read them wrong).
  • BalanceThe Ascension is for the heroes who have remorted: a hero reaching level 101 without a remort is told to remort first.
  • FixedFair play on the leaderboard: a player slain by one of the killer's own characters, or a single war won against one, no longer counts. And when two of your characters are already in the realm, a third is turned away at the door (no more than two at once, see help multi playing): before, it was the one already playing that was thrown out.
  • NewHardest Hitters on the leaderboard: the hardest single blow each player ever dealt, and the weapon or the spell that dealt it.
  • NewMore on the leaderboard: Most Wanted (the gold on a player's head), Rising Stars (the experience gained these last seven days), Monster Slayers, The Most Fallen (nothing is ever lost, so fall with pride), the Champions (the highest of each race and of each class), and the Best Patrons, those who give to keep the realm alive. Each gift gives a month of a golden [Patron] on the who list, in the game and in the web client; the board counts every gift of all time, and the amounts are never shown.
  • NewFour new boards on the leaderboard: Explorers (the waystones woken), Duellists (the share of their wars won, from five wars), Deadliest (players slain for each death at a player's hand, from five kills), and the First Deeds: the first hero, the first Legend, the first to Ascension 10, 25, 50 and 100, the first to sweep the Grand Arena, to beat a Mob Arena champion, to win a war, to slay a player, to wake every waystone and to complete a hundred quests. The first to do each is announced to the realm and written there for ever.
  • NewThe Grand Arena has twenty platforms now, so twenty heroes can fight their rounds at the same time. Six new ones, each painted: the Isle of the Sirens, the Harbour of the Laestrygonians, the Palace of Alcinous, the Tent of Achilles, the Belly of the Wooden Horse and the Forge of Hephaestus. Every platform has its viewing room now, along a painted gallery (those of platforms 6 to 14 were bare), and the Arena window has the twenty buttons to go and watch.
  • NewMedia on the website: seven screenshots of the game (click one to see it large, the arrows go to the next), and twenty-four wallpapers of the realm with the logo, Midgaard, the World, the Grand Arena, the Spire of Ascension, the Planes, Olympus, Atlantis, the Dragon Tower, the Drow City, the Volcano, Haon Dor, Durak, Elysium, the Celestial Vault, New Thalos, Arachnos, the Astral Plane, Hell, the High Tower of Sorcery, the Graveyard, Mud School, Wyvern's Tower, the Troll Den, and the castle of the old telnet greeting in its own colours on the world map, sharp and free of grain, to download in 1920 × 1080, 2560 × 1440 or 4K (3840 × 2160).
  • ImprovedThe website is painted: the realm at dusk behind the logo on the home and login pages, a dark stone under every page, and a painting on each of the home page's cards (Races, Classes, About us) and on the donation band. The logo stays as it was.
  • ImprovedThe world map is an old map now: yellowed parchment, coasts in ink with the water lines drawn along them, a faded sea, and every land, mountain, wood, ship and sea serpent drawn in sepia ink and washed with watercolour as a map maker of old would, each land in the very place it had. The Museum of the Clans is on it now.
  • ImprovedThe Spire of Ascension is painted: its 81 halls and all 57 of its creatures, from the hollow knights of the First Circle to Cacus in his cave, in the game and on the website's Spire page, where each boss's gear shows its picture too.
  • Improved364 more objects have their painted picture (in Gear, on the website's Equipment page): the gear of the Spire, rings and jewels, gems, keys, bags, wands and staves; and the centaurs of the Centaur Kingdom and Sagittarius now show the painted centaur.
  • NewEvery boss of the Spire has its own power now: the Warden's shield slam stuns, the Unbowed King's cold falls on all who fight him, Druon Antigoon crushes your hand, the Blood Countess drinks your blood to heal, Koschei the Deathless rises once from death, Fenrir's howl makes all falter, the Headless Horseman hurls his flaming jack-o'-lantern, the Wendigo eats your moves, the Mapinguari poisons, and Cacus breathes fire and blinding smoke. Each power takes a share of your own life, and comes more often once the boss is below a third of its own.
  • NewThe Hall of the Spire: the first to slay each boss of the Spire is carved in it and told to the whole realm (and in Lately in the realm). Type 'spire' to see it.
  • NewThe Spire, floor by floor, on the website (Help, then Spire): each floor's halls with their paintings, its creatures and the legends behind them, what each boss does, the gear each one carries, and the Hall of the Spire.
  • FixedOn the floors of the Spire, each creature now waits in the hall of its own legend (the basilisk in the desert of Cyrene, the striges over the Forum...), not scattered in the others.
  • NewMacros: an alias of several steps, split by ';' ('alias buff cast armor;cast bless;cast sanctuary'), runs them one after the other as soon as you may act; a % takes the words typed after its name ('alias op kill %;bash'). In Settings, Aliases and macros builds them step by step, with ready-made ones to start from, and a Run button.
  • NewThe Tenth Circle of the Spire (from Ascension 91), the Roman Empire: lemures on the Via Appia, striges over the Forum at night, the basilisk in the desert of Cyrene, Celaeno the harpy on the Strophades, a Fury at the gate of Avernus, and Cacus, son of Vulcan, in his cave under the Aventine. Its gear: armor 73-75, +64 to +68 hitroll and damroll, and the Vulcan-forged mace of Cacus (34d25, flaming, vampiric, shocking).
  • NewAnd higher still: five more floors of the Spire, up to Ascension 90. The Fifth Circle (from 41), Russia: leshies, rusalki, a kikimora, Baba Yaga in her hut on chicken legs, Zmey Gorynych, and Koschei the Deathless. The Sixth (from 51), the Nordic countries: draugar, mountain trolls, a huldra, the Nacken and his fiddle, the lindworm, and Fenrir straining at Gleipnir. The Seventh (from 61), the USA: the Jersey Devil, jackalopes, Bigfoot, the Mothman, the Bell Witch, and the Headless Horseman. The Eighth (from 71), Canada: loups-garous, sasquatches, Ogopogo, the Dungarvon Whooper, the flying canoe of the chasse-galerie, and the Wendigo. The Ninth (from 81), South America: sacis, curupiras, the Iara, El Silbon, the Boitata, and the Mapinguari.
  • BalanceThe gear of the five new floors keeps climbing, one step per floor: armor 48-50 on the Fifth up to 68-70 on the Ninth, hitroll and damroll from +34 to +62, a weapon per boss (24d20 up to 32d24) and powers to find: flying, haste, sneak, dark vision, and resistances.
  • NewThe Spire of Ascension climbs higher: two new floors. The Third Circle (from Ascension 21) holds the monsters and legends of Belgium: the Kludde in the fog of the polders, the sotais of the Ardennes caves, a macralle at her sabbath, the dragon of the Doudou on the square of the Lumecon, and the giant Druon Antigoon in his Steen. The Fourth Circle (from Ascension 31) holds those of Slovakia: vodniks by their millpond, vily dancing in the meadow, a permonik in the mines, a bosorka, the upir of Orava, and the Blood Countess of Cachtice.
  • BalanceThe gear of the new floors, a step above the last each time: the Third Circle's armor 38-40 and +22 to +26 hitroll and damroll, with the toll-cleaver of Druon Antigoon (20d18, vampiric, sharp); the Fourth's armor 43-45 and +28 to +32, with the silver dagger of Cachtice (22d19, frost, vampiric, sharp), haste on the gloves of a vila and Janosik's broad belt, which resists weapons.
  • NewLoot! When an object you can wear comes into your inventory (taken, looted, bought, given), a small window shows its painting, its stats and how it compares with what you wear there, with Wear at hand.
  • NewThe names of the objects around you are underlined in the game's text ("You get a pair of old boots."): the pointer on one, or a tap, shows its painting, level, stats and how it compares with what you wear.
  • ImprovedIn the Gear window, click an object: its stats, and what changes if you wear it instead of what you wear there (+2 hitroll, -5 armor class...). These are the stats of the object when made: identify still tells yours exactly.
  • ImprovedThe death screen tells more: where the fight was, how many rounds it lasted, the damage dealt and taken, and the last blows you received.
  • NewWhere to find better: in the Gear window, a green ↑ marks the slots where something better for your level can be found. Click one, empty or worn: up to three objects, what they give more and where they are (worn by a creature, lying in a room, sold), then the best quest or Grand Arena reward. A click opens its card on the Equipment page.
  • NewLately in the realm, on the home page of the website: the newest deeds of the players, as they happen. New adventurers, levels reached, new heroes, Ascension ranks, wars, Mob Arena and Grand Arena victories, and the last champion of the Grand Arena.
  • NewA new Equipment help page on the website: every piece of equipment of the realm, nearly fifteen hundred, with its painting, its stats, its slot and level, and where to find it (the creature that wears it, the shop that sells it, the land and the room). The quest and Grand Arena rewards are in it too. Filter by slot, level, land or name.
  • NewThe Bestiary and the Equipment page point at each other: each creature's card lists what it wears, carries or sells, each a link to the piece; on a piece, the creature is a link to its card. Every piece and every creature has its own link (/equipment/101, /bestiary/103), to share on Discord.
  • NewThe Equipment page compares with what you wear: play once in your browser, and each card tells what you wear in that slot. Tick "Better for" to see only the pieces you can wear now, of a higher level than yours or for a slot left empty.
  • ImprovedShops show the painting of each object for sale, the arena master's rewards too.
  • ImprovedOn the hunting screen, each potion carried shows its painting.
  • ImprovedThe spells upon you show their icons: in the Affects window and in the Upon you list.
  • NewPaintings of the wands, staves, quivers and scrolls (two hundred more objects): in the Gear window, in shops and on the Equipment page.

v1.7

Paintings of the quest and Grand Arena rewards

  • NewEvery quest reward and every Grand Arena reward has its own painting: on the website's Quest and Grand Arena pages, and in your Gear window when you wear or carry one (small in its slot or in the list, large when you click it). The rings of the golden piercing needle too: the golden earring, the nose, belly button and tongue rings.
  • NewEvery object you can wear, and everything you eat and drink, has its painting too: nearly two thousand objects, from the newbie cap to the dragon scale armour, potions, pies and wineskins. Your Gear window shows them, small in their slots and in your inventory, large when you click one.
  • ImprovedThe gocial channel (socials sent to the whole realm) is turned off for now: the command and its line in the list of channels are gone.
  • ImprovedThe Gear window shows the names of your objects without the tags before them ([Glowing], [Humming], [Invis]...).

v1.6

A picture for every spell and skill

  • NewA fallen player has a painting of their own, the same for everyone: an adventurer lying at rest, sword on the chest. It shows on the screen that tells you were slain, and on the room's picture where a player's body lies.
  • ImprovedThe corpses of the creatures you slay no longer lie on the room's picture: auto loot or the Loot button still empty them.
  • ImprovedOn the website, How to start and How to play are now one page, How to play: your first steps first (brought up to date: the options already on, Wear all, the Train and Prac squares), then the game screen step by step. The Help menu opens on it.
  • ImprovedThe How to play page tells the game as it is today: the notice of who is in the realm, Quit, the Train and Prac counts, the windows of shopkeepers and trainers, a chapter of its own for the hunting screen, the icons and the choice of a target in the shortcut squares, Wear all, and the links to the Spells and Skills pages.
  • NewOn the website, two new help pages, Spells and Skills: every spell and every skill with its picture, what it does, its mana, and the level at which each class learns it; filter by class or search by name.
  • NewPainted icons in the shortcut squares and in the lists of the Spells and Skills squares: every spell and every skill has its own picture (a ball of fire for fireball, a shield of light for armor, a dagger from the shadows for backstab...).
  • NewA shortcut that needs a target (an attack, an offensive spell, kill, consider...) with nobody targeted, out of a fight, asks whom: those who stand here, with their portraits; the one you click becomes your target. In a fight it still strikes your opponent.
  • FixedIn the hunting screen, the ways out of the room (N, E, S, W, Up, Down) always show above the bars, the list of who stands here and the fight, instead of hiding behind them.
  • FixedIn the hunting screen, choosing what a shortcut square holds works again: the list opens in the middle of the screen.

v1.5

Every land painted, the Museum of the Clans, and the old lands cleaned up

  • NewThe hunting screen shows the room's name and land over the picture, and under the shortcut squares the potions you carry: a click quaffs one.
  • NewClick a shopkeeper, a trainer or a healer, on the picture or in the list of who stands here, and its window, wider, offers what it serves right there: its shop with Buy, training, practice, healing or the bank.
  • NewRight after you log in, a notice shows who is in the realm (names and levels), then fades away on its own after a few seconds; a click closes it.
  • NewThe hunting screen: at the first blow, with its Hunting button at the top or AltGr+H, the fight takes the whole screen, in three columns. Left, the room, large, with your hit points, mana and moves over it, your opponents' hit points and Flee under them (the one that fled kept, with the way it went), who stands here, one line each with portrait, name and hit points (click: look or attack), the fight round by round on the right, with the answers of your spells and commands (its cross hides it until the next fight), Sleep or Stand and Recall at the bottom, the command line below; middle, your shortcut squares two by two and the scan of the rooms around (players marked); right, the messages. Keep walking: fight, flee, come back, strike again. Escape or its cross closes it.
  • FixedThe notices at the top of the screen all fade away on their own, even when several come at once (dropping a whole pack): before, only the last one did.
  • NewThe Train and Prac squares show how many trains and practices you still have to spend, and the golden notice of a new level reminds you to spend them.
  • NewLimbo is painted: the Void, the formless mist of Limbo and the bare cell of the jail, whose sign no longer shouts at its prisoners.
  • ImprovedAn old private room above the Temple of Stupid is gone, with the stair that led up to it.
  • NewAsgard is painted: the Rainbow Bridge above the temple altar, the halls of Valhalla and the rooms of the gods, with Heimdall, the watchman of the bridge.
  • NewEvery land of the realm is now painted, rooms and creatures alike: the last forty-seven lands today, from the Shadow Path to the Amber Palace, with the Hall of Fate and the clan halls.
  • NewA Wear all button in the Gear window, beside the inventory.
  • ImprovedNo Loot button under the room when autoloot is on (AltGr+L still loots), and Quit is no longer in Settings: it sits at the top of the game.
  • FixedIn the character sheet, the learning rate of INT (50%) and the practices per level of WIS stay on the line of their stat instead of dropping below it.
  • ImprovedNew adventurers start with autoloot and autogold on, and wimpy at 5 hit points.
  • ImprovedThe ten random objects a new adventurer finds in their pack are now level 1, so they can be worn at once (they were level 26).
  • ImprovedThe Quest square tells the quest as the questmaster gave it (the stolen treasure, the escaped criminal...), and that speech no longer fills the text of the game.
  • ImprovedThe Museum of the Clans is only a museum: no more questmasters, healers or shopkeepers in its halls; Clotho and Mnemosyne simply keep them.
  • FixedIn the Gear window and the locker, an object with a many-coloured name (the newbie cloak) no longer shows its name one letter per line.
  • NewA Quit button at the top right of the game, beside the connection status: a window asks whether you are sure, then your character is saved and leaves the game.
  • NewThe Museum of the Clans, in memory of the clans of the old Acropolis: go north from the altar of the Temple of Mota, or south from the North Gate. The Wall of Remembrance carves the names of every clan, the Gallery shows Silence and Tham, and the halls of Fate, the Elite, Shrieve and the Shadows are open to every visitor, safe from any fight, with their plaques and relics, all painted. Mnemosyne keeps it. In the game: help museum.
  • ImprovedDonate now sends your gift to the temple's pit, and no more doors open at random to the old clan halls.
  • ImprovedNo games of chance in the realm: Durnik's Casino in Sunalta is now Durnik's Tavern, and the slot machine is gone.
  • ImprovedThe old lands are cleaned up: no more sexual, racist or out-of-world texts. The harems are courts and servants' halls, the Queen's studs are her guards and champions, the demons Dee, Darion's party house, the cult of the Lost Vale and Lady Karynna are dressed, the prisoner Simpson is now Corvane, a fallen champion, the gypsies are fortune tellers and seers, and the jokes about Linux, He-Man, Mr. Rogers, Star Trek and California are gone. Levels, stats and places are unchanged.
  • ImprovedHell without gore: the severed limbs, the bowl of blood, the frozen bodies and the carcasses are now creatures of Hell (a moaning shade, a grasping shadow hand, a stomping cinder, a sniffing hellrat, the spirit of the fountain, the cinder wraith, an ash heap, the frozen sinner, the icicle imp, a brazier of black flame, a swallowed nightmare steed, a giant frozen ham), each with its picture. Same levels, same places.
  • ImprovedNew pictures for the kitten, the swan, the bunnies, the cows (the three now share the one good picture; one had two heads), the pet lamia and the flame and spark of the Elemental Canyon, cleanly cut out (the white swan was half erased).
  • NewThe halls before Aon's throne in the Grey Wastes are painted.
  • NewThe Amber Palace is painted: the amber gate, the royal court, the throne, the ballroom, the guest wings, the gardens, the dungeons and the secret tower, with the Amber King and Queen, the princes and princesses, the courtiers, ministers and guards, the prisoners of the dungeons, the magician, the mirror beast, the golem and the Amber Dragon.
  • NewKastalia is painted: the hedge maze, the stables, the topiary garden, the manor's halls, ballroom, music room, bedrooms and chapel, the rose gardens and the lake, with the Kastal family and their ghosts, the servants and guests, the horses and the living topiaries.
  • NewThe Lost Vale is painted: the whispering wood, the Jester's Court and its eternal fair, the haunted graveyard, the Lan Ro temple, the azure palace, the mountain paths and the Great Tree, with the jesters and the Jester King, the cult of Morgath the Serpent-Priest, the guards of Set, Master Bai, Stellan the Azure Adept, the unicorns, the werewolves and the tree demon.
  • NewThe Grand Arena's last rooms are painted: the viewing rooms, the waiting rooms and the platform rooms, with the Quickening.
  • NewThe Grey Wastes are painted: the road to the gods, the halls of Thoth and the illithids, the bazaar, the paths of the sun and moon, the dragons' lairs and the temples of the gods, with Thoth, the mindflayers, the dragons of every kind, the gods and their followers, Murdock and AON. The raid itself is unchanged.
  • NewThe High Tower of Sorcery is painted: the Shadow Grove, the tower's halls, tavern, kitchens, libraries, classrooms, workshops and the throne of the Grand Mistress, with the mages, apprentices and students, the masters of the white, grey and black robes, the golems of every kind, the dancing sword, the broom, the floating hands and eyes and the cats.
  • NewHell is painted: the archway, the gateway, the halls of the damned, the bone works, the forge, the courts of judgement, the kitchens and the frozen depths, with the demons and devils, the damned souls and prisoners, Krampus, the judge and the advocate, the cooks, the hell hounds, the ice devil and the killer penguin.
  • NewPasdera is painted: the port city, its squares, guildhalls, shops, piers and parks, the barbarian cave and the ranger glade, with the citizens, guards, thugs and beggars, the guildmasters of every guild, the sailors and pirates, Old Greybeard, the vampire mage and Whome the royal assassin.
  • NewThe Sewers are painted: the drains, tunnels, pools and lairs under Midgaard, the realm of silence and the depths below, with the rats, bats, spiders and beetles, the wererat, the homunculus, the morkoth, the naga, the sea hag, the basilisk, the mindflayers, the mudmonsters and the red dragon.
  • NewPawmist is painted: the walled city of the gnolls, its streets, squares, shops, temple and warehouses, with the gnoll townsfolk, the merchants, the sheriff, the drunken dwarf, the dracolich, the death knight, the demon Errtu and the imp.
  • NewThe Community of Sunalta is painted: its streets, squares, houses and gardens, and the Spirit of Sunalta who guards it.
  • NewLorran is painted: the city, the castle and its halls, the cliffs of madness, the ember marsh and the menagerie of death, with Prince Humbert, Count Rorik, the king, queen and princess, the brute squad, Brogan and Vezzano, the rodents of unusual size, the flamespurts and snow sand and the beasts of the menagerie.
  • NewDurak is painted: the hills, the trail around Midgaard's walls, the old mines, tunnels, mazes and the underground lake, with the kobolds, orcs and hobgoblins, the trolls, the hill giant, the warriors, mages and thief, the coloured bats, the snakes and the huge python.
  • NewVellin is painted: the lakeside town, its shops, brewery, bird factory, poolhall, watchtowers and town hall, with the townsfolk, the shopkeepers, the ghosts of Jander's bar, the guards, captain and secretaries of the town guard, the hunting birds and Lord Doom.
  • NewThe Temple of Master Shen is painted: the temple gates, grounds, halls and trials of the monks, and the prisons of the oni, with the acolytes, initiates and masters, the tourists of every race, the fire and ice dragons, the wooden statues, the oni and Master Shen himself.
  • NewDrakyri Isle is painted: the silvery gates, the grey tower and its council, the six noble houses, the laboratories, the summoning chamber and the arena, with the drakyri of every house, their mages, knights, healers and assassins, the Laerkai Master, the Warden, the Mediator, the panthers, lynxes and lions and the demons of the summoning.
  • NewNew Ofcol is painted: the farming town, its shops, fields, barns and houses, and the Golden Citadel, with the townsfolk and farmers, Granny Jenkins and her still, the animals of the farm, Marshall Diana and her captains, the dragonknights and dragonlords and the ancient gold dragon.
  • NewMahn-Tor is painted: the dark woods, the hills, the shore of the Blood Sea, the ogre village, the snowfields and the keep of the minotaurs, with the ogres, the yeti, the ice worm, the treants, the mistlings, the swamp wraith, the minotaur guards and lords and Mahn-Tor himself.
  • NewThe Centaur Kingdom is painted: the walled city, the barracks, the inns, the castle of King Drothgar and its dungeon and dragon's lair, with the centaurs (sharing one picture), the innkeepers, the sleeks, the hunting trophies come to life, the sheet wraiths, Aldeth the mindflayer, the guardian golem and Dromgar the dragon mage.
  • NewGeisel's Rainforest is painted: the rainy shore, the great trees and the inner sanctum, with Geisel king of the treants, the treant family, the willowent, the blight pine, Binky the sasquatch and his mother, the vorpal vole, the imp, the chromatic dragon and the kraken.
  • NewBrenmoor is painted: the town, the temple of Solenar and the ruined school of magic, with the citizens, priests and temple guards, Torvald the armorer, Thalantyr the mage, the griffin, the flesh golem, the wraith and the master lich.
  • NewThe Hall of Genera is painted: the halls, meadows, forest and ant colony of Genera, with the titans, giants, trolls and ogres, the dragons, the dryads and their queen, the pixies and faeries, the satyr and the faun, the phoenix, the lions and tigers, the man-eating plants and the giant ants.
  • NewDylan's Area is painted: the little clouds and their moods, the storm cloud, the cliffs and crevices, the harpies' lair and the rich castle, with the harpies and their leader, the roc, the air elemental, the efreeti and the wicked witch.
  • NewThe Forest of Sorrows is painted: Coyote's den, the dream forest, the palace of Marynthe and the dark port of Bloodport, with Tammy and Lance the cats, the albino wolf and horse, the un-horse, the skirrel, the Albino, Severin Varrow, his dead wife and children, the sad wraith, the gargoyle and the people of Bloodport.
  • NewThalos is painted: the ruined imperial city, its rusted gates, market, temple, city hall and watchtowers, and the woods around it, with the mighty beholder, the lamia, the stone golem, the horned lizard and the mimics hiding as chests, boulders and planks.
  • NewThe Astral Plane is painted: the rainbow above the temple, the silvery void and its portals, and the githyanki city and keep, with the githyanki warriors, knights and warlocks, Lord Gith, the lich-queen, the enslaved red dragon, the nightmare, the night hag, the invisible stalker and the prisoners.
  • NewThe Volcano is painted: the overgrown path, the ruined village, the lava runs, the temple of trials and the golden doors, with the volcano demons and beasts, the fallen gods Cratos, Phaethon, Eos, Nike, Helios, Zelus and Bia, the sleeping red dragon and the last villagers.
  • ImprovedNew Thalos: the god of the shrine is now Azhar, the All-Seeing, a desert god of the realm, and Stitch the leather merchant is now Tobble. Both have their picture.
  • NewThe Lands page tells the story of every land on its card: what the place is, who lives there and why adventurers go.
  • NewThe Rookery is painted: the streets, alleys, plazas and park of the ruined quarter, with the troll and ogre gangs and their leaders, the bruisers, thugs, punks and vandals, the gang lass, the watchman and the mastiff.
  • NewDusk to Dawn is painted: the chambers of faith, the shrines of dawn and dusk, the glimmering and sullen passages and the elemental chambers, with the knights, rangers and cavalier, the paladins of DayBringer and DayEnder, the lords of MorningWake and NightLayer, the elemental druids and the World Eater.
  • NewThe Catacombs are painted: the tunnels, the misty caverns, the burial grounds, the templars' halls and the prism cave, with the templars, the spelunker, the graverobber, the skeletons, zombies and wraith, the shadow, the vampire, the necromancer, the prism dragon and the DarkenBeast.
  • NewThe Sword Dancer Realm is painted: the huts, the well, the smithy, the stables, the training fields, the circles of challenge and the castle hall, with the Swordancers, their chieftain, healer and blacksmith, the gladiators, the warhorse, the Ranmabear and the man-eating plant.
  • NewThe Celestial Vault is painted: the Milky Way, the bridges of stars and nebulae, the temple, the thrones and the black hole, with the stars, the nebulae and the comet, the red giant and the white dwarf, Hercules, Orion, Andromeda, the Pleiades, Draco, the twelve signs of the Zodiac, Ursa Major, Cassiopeia, Cepheus and Polaris.
  • BalanceHunger and thirst cost nothing until level 15 (it was level 5): you still see Hungry and Thirsty, but you lose no hit points, mana or moves before then.
  • NewWyvern's Tower is painted: the forest, the rangers' lodge, the centaur camp and the tower of the wyvern, with the gargoyles, the minotaurs, the ogre, the wight, the black pudding, the carnivorous plant, the displacer beast, the rangers, the centaurs and the ancient wyvern.
  • NewThe Pyramid is painted: the desert, the great pyramid, its tombs, corridors and treasure halls, with Ali Baba, the tomb thieves, the mummies, Ramses the Damned, the sphinxes, the djinn, the efreeti, the sandman, the caryatid, the magic carpet, the snakes and the mongoose.
  • NewNirvana is painted: the ordered halls and towers of the modrons, with the tridrones, quadrones, pentadrones and all their ranks up to Primus.
  • NewElysium is painted: the halls, gardens and terraces of the heavenly plane, with its guardian, the phoenixes great and small, the couatl, the shedu, the ki-rin, the planar knights and mages, the kestryl, the aasimon, the moon dog and the silver dragon.
  • NewArachnos is painted: the spider forest, the webs, tree lairs, wasp hive, slave pit and the rainbow web of the spider empress, with Arachnos herself, the spiders of every kind, the queen wasp, the orcs, the quasit, the dragon wormkin, old Yevaud and the Ki-rin.
  • NewThe Mists of Dreams are painted: the dreamlike manor of Kantrell, its haunted rooms, crypt, gardens, grove and shore, with Kantrell, the child's doll, the black balloon, your coffin, the crows, the spectres, the nymphs, the reptites and their chief Reptiglian, the phase dragon and the poofy bunny.
  • NewThe Elemental Canyon is painted: the mountain trail, the vista, the canyon floor and the realms of fire, water, earth, air and lightning, with the elemental rulers, the elementals great and small, the living flames, puddles, sparks and rocks, the cyclops, the rainbow warriors, the baby rainbow dragon and the imp.
  • NewThe Dwarven Kingdom is painted: the mountain gate, the halls, mines, barracks, hospital and maze of the dwarves, with the dwarven guards, workers, miners, the doctor, the storekeeper, the baker, the mazekeeper, the giant, the giant lizard, the giant snake and the wraith.
  • NewDrow City is painted: the streets, houses, temple and throne rooms of the dark elves, with the drow commoners, nobles, priestesses, masters and matron mothers, their guards and scouts, the goblin slave and the yochlol.
  • NewAtlantis is painted: the sunken city, the palace of King Neptune, the shops, gardens, cemetery and sea, with King Neptune, Princess Chelly, the mermaid guard, Martinus the sage, the fishermen, the natives, the guards, the dark dragon, the giant rat, the parrot, the fish and the sea-horse.
  • NewOlympus is painted: the mountain, the halls and gardens of the gods, the shops and the prison, with Zeus, Hera, Poseidon, Athena, Apollo, Ares, Hermes, Hephaestus, Prometheus, Odin, Ra, the golden maiden, the chimera, the roc, the pegasus and the people of the mount.
  • NewThe Sands of Sorrow are painted: the dunes, the oasis, the nomad camp and the caves below, with the dervishes, the nomads and their leader, the brass dragon, the dracolich, the drider, the dark dwarf, the myconoids, the dustdigger, the giant purple sand worm, the snakes, the scorpion and the rabid camel.
  • NewThe Elemental Essence is painted: the mountain paths, the caves and the halls of the elements, with Polgara the harmonist, the masters and initiates of fire, ice, earth, air, water and cloud, the elements themselves, the elemental masters and Arnie the locksmith.
  • NewThe Dragon Tower is painted: the halls, courts, vaults and lairs of the dragonkin, with the dragonkin and their king, queen and fool, the dragon master, the hydra, the phase dragon, the great red, black, white and green dragons and Tiamat herself.
  • NewThe Shadow Path is painted: the thorny forest path, the ruined waystone, the drowned harbour of King's Port, the ships, the lighthouse and the harbourmaster's house, with the shadow hounds, the gloom stalker, the drowned sailors, the corsairs, the harbour wraith, the sea hag, the tide cultists, Captain Morrow and the Lantern Lord.

v1.4

Twenty-nine lands painted, from Midgaard to the city in the clouds

  • NewIn the Air is painted: the floating city above the clouds, with the fairy dragon and the griffin.
  • NewThe Depths of Doom are painted: the caves, the Xancrist city and its guilds, the TaIJaN halls and the royal graveyard, with the Xancrist and TaIJaN folk, their masters and king, and the undead of the tombs.
  • NewThistledown is painted: the mossy paths, cottages and gardens of the mosslings, with the mosslings and their elder, Morgrave the hedge-wizard and Grimalkin the cat.
  • NewGrimhold is painted: the lanes, rows and squares of the lower quarter, its shops and houses, with the urchins, the Ragged Crows, the cutpurses, the footpads, the militia, the wardens and the crooks.
  • NewThe Cavern of Heroes is painted: the great battle-scarred cavern, its niches, ledges and plateau, with the fallen heroes, sages and champions who haunt it.
  • NewThe Arena is painted: the waiting room and the scorched wasteland where heroes fight each other.
  • NewThe Marsh is painted: the hill, the gloomy paths, the pools, the beach and the evil fortress, with the trolls, the ogre, the gnoll, the orc shaman, the marsh hag, the marsh giant, the gargoyle, the death slaad, the shambling mound, the swamp creature, the snakes, the marsh wolf and the will-o'-wisp.
  • NewRedferne's residence is painted: the cloud plateau, the halls, rooms, balcony and the mighty chain of Naris, with the Grand Knight of the paladins.
  • NewOfcol is painted: its streets, square, shops and inn.
  • NewThe Troll Den is painted: the caves of the troll family, their larder, playpen and bedroom, with the baby, young, medium, large and giant trolls, the guardian beasts and the fat worm.
  • NewStarovia is painted: the village, its smithy, grocer and inn, the vampire's castle with its halls, crypts and towers, the mountain paths and the death pits of Rath, with the Vampire, the sentries, the plague rats, the giant spider, the iron golem, the shadow dragon, Ihsan the Betrayer and his servants, the dark hooded merchant and the villagers.
  • NewImperial Thalos is painted: the grand gate, the streets, squares and gardens of the City of Peace, its shops, inn, library, temple and watchtowers, with Gordon the Brave, the imperial cityguards, the citizens, the bards, the priests, the mayor, the stone golem, the baby beholder and the pet lamia.
  • NewWestland is painted: the forest boundary, the town of Hartland with its square, inn, shops and houses, the councillor's manor, the swamp and Adea's house on stilts, with the Hartland guards, the tanner, the drunkards, the card shark, the mages, the priestess, the warlock, the monk, the evil knight, the snake vines and the long-tailed gar.
  • NewThe Dwarven Nursery is painted: its playrooms, halls and maze, with the dwarven youths, the spoiled brat, the nanny, the armed guard, and the toys come to life: the teddy bear, the ugly bear, the old doll, the rag doll and the toy soldier.
  • NewNew Thalos is painted: the gates, streets, bazaars and shops of the desert city, the guilds, the inns, the temple, the docks and the river, the Sultan's palace with its gardens and gallery, and the city's people and beasts: the Sultan, his guards and his favourite, the guildmasters, the shopkeepers, the statues of the gods, the lamia, the behir, the couatl, the pegasus, the nightmare and many more.
  • NewThe Mob Arena is painted: the sand passages of the fighting maze, the viewing room and the room of the defeated, with the enchanted beastly fido and the lemming.
  • NewThe Golem Works are painted: the workshops, the storage areas, the moulding and animating halls, with Master Floyd, his apprentices, the half-made homunculus, the mutant beastly fido, the toxic slime and the revolving drunk.
  • NewThe Valley of the Elves is painted: the valley floor and its trails, the windy trail along the rim, the rope bridge, the small valleys and the elves' houses, with the valley elves, their sentries, scouts and elders, the cooshee hounds, Talemon the mage, the guardian daemon, the pyrohydra, the old hermit, the wolf and the antelope.
  • NewMiden'nir is painted: the plains, the forest trails and the goblin camp, the road to the Sands of Sorrow and New Thalos, the inn, with the wyvern, the goblins and their lieutenant and leader, the small boy, the innkeeper, the drunken bard and the dark horseman.
  • NewThe Holy Grove is painted: the sacred oaks, the meadow and the lake shore, Dragon's mansion with its halls, rooms, greenhouse and terrace, and the fog, with the two Hierophants, the druids and druidesses, the deer, the stag, the bunny and the harmless snake.
  • NewThe Chapel is painted: the chapel, the crypts and the tombs of the old kings below, quiet and clean, with the priest, the skeletons and zombies, the ghoul, the wraith, the guardian vampire, the Mi-Go, the nightgaunt, the hunting horror, Snapper Joe, the mad etcher and the ghosts of his wife and of King Crotus.
  • NewThe Graveyard is painted: the paths between the tombs, the chapel, the crypts and the mausoleum, with Henry the Gardener, the skeletons, the zombies, the ghoul, Count Vladrek, his butler Jeeves the zombie golem and the werewolf pup.
  • NewMidgaard is painted: every street, shop, guild and alley of the city now has a painted picture instead of a drawing, and all its people and animals (the baker, the guards, the waiters, Maelis, Aldric, the fido, the guild fighters, the lion and the tiger, the summoned demons and angels, and the rest) are painted figures, in the game and in the Bestiary.
  • NewThe Plains are painted: the windy paths and grassy plains outside the city, the foothills, the pool, the inn, the caves and the hall of G'harne, with Aruncus the druid, Sorbus the hermit, the traders and the dreaded Shudde-M'ell.
  • NewThe Mud School is painted too: its lesson rooms, the cages, the sand arena, the dungeon below and the halls of graduation, and its monsters, beasts and teachers.
  • NewThe Gnome Village is painted: its lanes and little houses, the river, the hills, the old mine, the hobgoblin lair with its halls, cells, kitchen and treasury, with the gnomes and their chief, the hobgoblins and their king, the trolls, the rats, the bats, the fire bat and the giant hermit crab.
  • NewHaon Dor is painted: the forest paths, the lumberjack's hut, the dark old forest, the stream, the druid's grove and the cave of the green dragon, with John the Lumberjack, the elder druid, Shargugh the forest gnome, the wargs and wolves, the bear, the deer, the fox, the rabid rabbit and the huge green dragon.
  • NewThe Dells are painted: the halfling village, its lanes and gardens, Bag End, the inn, the mill, the farms and their animals, the shops and the burrows, with Farmer Greenhill, the Thain, the Keeper of the Ring, the Elven Wizard, the dwarven prince and all the halfling folk.
  • NewThe Grand Arena is painted: the Hall of Heroes and its statues, the skywalk, the fourteen platforms (Troy, the black ships, the cave of the Cyclops, Circe's hall, the meadow of asphodel, Olympus...), the hall of triumph and the room of the fallen, and the eleven champions of Homer with the old arena master.
  • NewHelp, Grand Arena: the eleven champions with their pictures, round by round, and how the bonus round works.
  • NewThe Grand Arena has its own champions, from the songs of Homer: Nausicaa, Paris, Antinous, Calypso, Scylla, Polyphemus the Cyclops, Achilles, Circe, Odysseus and Charybdis, and Zeus himself in the bonus round. They are the same strength as before.
  • ImprovedGrand Arena: Dinchak's spray can is no longer sold and the 'spray' command is gone, so the walls of the realm keep their own descriptions. The cans already owned stay with their owners as keepsakes.
  • BalanceGrand Arena: the blows of a hero on the champions are now divided by 4 instead of 5, in every round, the bonus round too (it was not reduced at all): about a quarter more damage, the arena is a little easier.
  • FixedGrand Arena: a hero who falls and does not want the bonus round can now type 'arena forfeit' to leave, instead of staying shut in the Hall of Heroes until the arena closes.
  • FixedGrand Arena: a hero who lost the link when the arena closed is no longer kept in it; a champion dying of poison or plague now wins the round; nobody is sent to an empty platform.
  • ImprovedThe Hall of Heroes and the fourteen platforms of the Grand Arena are described: the plain of Troy, the black ships, the cave of the Cyclops, Circe's hall, the meadow of asphodel, Olympus and more.
  • NewThe home page shows the realm in numbers: 74 lands, 6,223 rooms, 1,759 creatures and about 189 km² to explore.
  • ImprovedThe Shop window opens as a small window, like Services and Affects, instead of filling the screen.
  • ImprovedMidgaard repainted in a brighter, cleaner style: sunlit streets and squares, well lit shops and halls, tidy floors, fewer things lying about. The Temple of Mota is repainted to match.
  • ImprovedThe Bestiary shows every creature of every land (over 1,700 of them), shopkeepers, trainers and guardians like Hassan included, not only the six strongest of each land. Creatures that look the same at the same level (the gate guards of Midgaard) are shown once.
  • ImprovedA new emblem for Acropolis Ascendant: the painted bronze A around a knight's helmet, on the site, its title and the browser tab.
  • FixedA painted room shows its own fountain, bench or statue: the old drawn one no longer sits on top of it (the fountain of the Temple Square).
  • BalanceEverything sold for Grand Arena tokens is now level 126: it can be used from level 101 (heroes), no longer from level 76.
  • Newredeem power <weapon> <flag> and redeem reversal <item> <flag>: the tokens of power and of reversal now work without an immortal. Power puts flaming, frost, shocking, vampiric, two-handed, purify, vorpal, poison, sharp or acidic on a weapon; reversal takes an anti-alignment flag or a weapon flag off an item (redeem reversal <item> alone lists what it can take). See help redeem.
  • Newtravel gain walks you to the nearest gain master, where gain convert turns 10 practices into a train. The Train square offers it with a Go button.
  • ImprovedThe game screen loads faster: the list of pictures is kept by your browser until it changes, the fonts are lighter, and the game's text is compressed on its way to you (a third of it or less on a phone network).

v1.3

A lighter, quicker game screen

  • ImprovedHit points can now be trained up to 99,999 (20,000 before). Mana and moves still stop at 20,000. Ascension ranks still add their +100 above it.
  • Newtravel <land>: you are walked to a land, step by step, by the shortest way (after a recall when there is no way from where you stand). Each step costs its moves, doors are opened on the way, and a fight, a move of your own or travel stop ends the walk.
  • Newtravel questmaster, travel trainer and travel practice walk you to the nearest one, and travel quest to the land of your quest (or back to the questmaster once it is done). The Quest, Train and Prac squares offer the same with a Go button. The walk now goes around the rooms you could not enter (the Mud School past level 5, clan halls, the sky without flying, deep water without a boat, the Spire's floors above your rank).
  • ImprovedChar, in a new style: your score in cards, with its sections, its words and its colours as the game writes them (you, your attributes and your purse side by side, then your fights and quests, your resistances, your armor). It still opens large.
  • ImprovedScan, in a new style: who stands here and in each room around, by direction, with their pictures and the coloured dot of consider.
  • ImprovedLooking at a creature or a player opens a card with its painting large beside its description, its condition gauge and what it wears, slot by slot.
  • NewClick the room's name on its picture: the picture opens large over the screen.
  • ImprovedThe players you meet show with the painted portrait of their race, a man or a woman (the same as the Gear window's), in the left column and large when you click them, no longer as an initial.
  • ImprovedAfter a Go (in Lands, Quest, Train or Prac), the large window goes back into the right column, so you watch the walk on the room's picture.
  • ImprovedHungry and Thirsty can be clicked: you eat what you carry, or drink at a fountain here, else from a flask you carry or hold.
  • ImprovedIn a fight, your own hit points come first above your opponents' bars, over the picture: no need to look away to the left.
  • ImprovedThe keyboard: whatever you type goes to the command line, no need to open it first. The one-key shortcuts are combos now: AltGr+F flees, AltGr+L loots, AltGr+1 to 0 fire your shortcut squares (Shift for the next ten; Alt works too, even while typing). The arrows, the keypad, PageUp/PageDown and Tab do not change. Recall sits beside Sleep in the left column.
  • NewClick a creature or a player, on the room's picture or in the left column: a window opens over the screen with its painting large (Hassan in all his glory), what consider says, and what you can do (look, attack, follow, group…). A click beside it or Escape closes it.
  • ImprovedWho stands here is drawn larger in the left column, two to a row, so the painted creatures (Hassan, the guards…) show well. The room's description no longer lists them ("A cityguard stands here."): their pictures say it; what lies on the ground is still written.
  • ImprovedThe left column no longer tells your quest: the Quest square turns green when you may ask one (and shows the minutes left while you are on one). In its place, Stand, Rest and Sleep, the one you are in lit.
  • ImprovedWhowas, in a new style: a player's record as a card, the name and clan on top, the rank, race, class and when they were last seen, then the PK and war counts, in the game's colours.
  • ImprovedThe Waystones square no longer draws its small map: a link opens the site's world map in a new tab, where every waystone stands at the edge of its land.
  • ImprovedAffects, Skills and Spells, in a new style and a small window: each spell upon you with what it changes and the hours left (blinking in its last hours); your skills and spells by the level you learn them, a bar for how well you know each (gold from 75%), and the mana of each spell. Services opens in a small window too.
  • ImprovedThe questmaster's rewards as squares, in the colours of the old quest list: the code, the name, the price, dimmed when you cannot afford it.
  • NewThe Lands square of the game screen (Areas and Directions in one): every land with its levels, the ones for your level lit first, the way there from Midgaard, and a Go button that travels there.
  • ImprovedWho, in a new style: immortals, heroes and mortals apart, with the colours of the old list kept (the level, the race blue for a man and pink for a woman, the class, the coloured ranks of heroes and immortals, the red star of player killers) and every tag of the line (clan, questor, AFK, arena, penalties) as its own coloured badge.
  • ImprovedThe room's description is written larger and brighter, easier to read.
  • ImprovedThe squares of the menu (your character, affects, the map and the others) open as a large window over the screen. ⤡ reduces it into the right column (remembered), × or Escape closes it. A map you unroll always opens large.
  • ImprovedThe site opens faster: the first download is less than half what it was. The game screen, the Help, the world map and the other pages only load when you open them.
  • ImprovedSmoother fights, above all on a phone: a new line of text or a round of combat no longer redraws the whole screen, only what changed.
  • ImprovedThe pictures of the rooms next to you load ahead of time, so a step shows the new room at once. Nothing is given away behind a closed door.
  • FixedAfter an update of the site, a page left open no longer stays blank: it reloads by itself, once.
  • FixedGrand Arena: a quit refused because of the fight no longer takes you out of the arena.
  • FixedGiving 0 coins no longer crashes the realm, and the one you give to gets the message.
  • FixedEnvenom, sharpen and unalias with no argument now say what they need instead of acting on nothing.
  • FixedHealer adepts pick the right person to help.
  • FixedGet with a number (get 2.sword) only checks the objects it takes for someone sitting on them.
  • FixedTracking a creature no longer reads outside its list.

v1.2

Spells, skills and the Grand Arena put right

  • FixedFights: no more blows after the first one has already ended the fight. Slow no longer raises your third attack, and circle no longer crashes.
  • ImprovedWhirlwind now rolls against your skill (a failed spin still costs its lag) and improves with use.
  • FixedParry, dodge, shield block, counter and blink work as usual in the Grand and Bonus Arenas. Blink and counter attack need the skill, and blink improves the defender's skill, never while asleep.
  • BalanceSpells: the bonus of one and a half times the damage now really applies to acid blast, burning hands, chain lightning, chill touch, fireball, lightning bolt, magic missile and shocking grasp.
  • FixedSpells: crush and poke kill like any other damage. Divine power and holy word bless only the caster's group. Drains stop at the maximum. Safe haven no longer leaves a room safe for good, and permanency does not work on conjured things.
  • FixedSpells: several crashes are mended (an unknown spell, casting while switched, a second cast on a dead target, links to someone who left, cause discord). Stone skin, magic drain, detect weakness, the fire and frost breaths and the saves of bless and curse work as written.
  • FixedBreaths, heat metal and animate dead never take a player's items.
  • FixedSkills: disarm leaves a player's weapon in their inventory. Steal works for non-PK players on monsters, with no thief flag for robbing a monster. Bash is dodged on a roll, a missed trip does no damage, and cutpurse takes 10 to 25%. Forge no longer touches a destroyed weapon, and failed sharpening costs its lag. Feed and spiritlink follow the PK rules, and feed stops at your maximum hit points. Arrows cast only real spells on a living target.
  • ImprovedQuest tokens: the tokens of freedom, reversal and power give back the quest points they cost when eaten (2000, 1000 and 750). The token of freedom also ends hunger and thirst for good. The Web-ID token is gone from the shops.
  • FixedGrand Arena: one item per arena buy (a short word bought several and could crash). The pierced ring is carried and saved, awards go to the winner, and a second event in a row works. Quitting between two rounds keeps your place: arena resume brings you back without using your one resume.
  • ImprovedPainted art: the Temple of Mota and Hassan.

v1.1

A bigger room, a roomier fight

  • ImprovedEvery race has its painted portraits, a man and a woman: in the Gear window, on the Races page of the Help and when you choose your race at character creation.
  • NewHelp: a new page, How to play, walks you through the game screen: walking, looking, fighting, looting, your shortcut squares, your objects, talking, and the keys.
  • NewOne screen to play: walking and fighting happen on the same screen, no more switching. The room's picture stays in the middle; in a fight your opponents show over it with a large Flee. Below it, your shortcut squares and the buttons of the moment (Flee, a potion, the next opponent; afterwards Loot, Rest, Recall, the portals). On the right, the feed: the game's answers, the rounds of your fights and the chat, in order, with filters. Classic Telnet stays at the top, as before.
  • NewThe keyboard plays: the arrows and the numeric keypad walk (PageUp and PageDown climb), 1 to 0 fire your shortcuts (Shift for the next ten), F flees, L loots, Tab strikes the next opponent; Enter opens the command line, Escape gives the keys back.
  • ImprovedThe first painted pictures: the human man and woman of the Gear window, and the cute rabbit in the Bestiary and in the rooms of the Plains. The other races and creatures follow.
  • NewHelp: a new page, Every command, tells what the palette of the game screen is for, how to open it, find, run and pin a command, and lists its themes.
  • ImprovedThe room's picture keeps one size, as big as the column allows, whatever the room: the description sits below it and scrolls. Who stands here moves to the left column, above your quest.
  • ImprovedThe Action screen gives the fight the room it needs, even on smaller screens: the potions sit in the top band, the postures and recall join the quick actions, the twenty shortcut squares stay on one row.
  • ImprovedDirections you type no longer fill the journal and the console: the picture moves.
  • ImprovedQuit: nothing more is shown, the game's tab closes (or the site's home page comes back).

v1.0

Three screens: Dashboard, Action, Classic Telnet

  • FixedA freeze of the realm after some logins is mended.
  • ImprovedThe login screen's castle no longer shows in the game screen's text, before the login or after a disconnection; Classic Telnet keeps it.
  • ImprovedOn the Action screen nothing is missed: every button's command and its answer are also written in the console, as if typed, while the Dashboard's journal stays clean.
  • FixedThe game screen no longer disconnects after a quiet minute (reading the tour, a card, a long help): the connection now keeps itself alive.
  • FixedNew characters of the newer classes (monk, necromancer, ranger…) no longer get the title "the (null)": they are "the Monk", "the Necromancer"… and the old "(null)" titles are mended at login.
  • NewOur Discord server: the Discord link in the site's menu and at the foot of every page.
  • NewThe game screen in three tabs along the top: the Dashboard (where you are and who you are: the room, the picture, your character and group, the panels and the chat, no raw text and hardly a button, with a short Journal for what the panels do not show yet), the Action, where you play, and the Classic Telnet. The Action screen opens by itself when you are attacked: large bars for your hit points, mana and moves, every opponent's bar, the fight round by round beside the console and the chat, a large Flee button beside your bars, twenty square shortcuts in one row and quick actions beside them (loot, gold, sacrifice, rest, stand, recall, look, scan). After the fight you stay there until you go back.
  • NewOn the Action screen: your posture (stand, sit, rest, sleep), Recall, and an Enter button for each portal standing in the room.
  • NewObjects do everything from the Gear window: quaff, eat, drink, fill, empty, recite, hold, look, put in a bag, give to someone here, sell and value at a shop, store in a locker, donate, junk. Bags show what they hold, and you take things out of them there.
  • NewIn the room: get, look at and sacrifice objects, empty a corpse, drink at a fountain or fill a bottle, sit or rest on furniture; follow, group and rescue players. Closed doors show on the picture with a padlock: open, unlock, pick or lock them (right-click an open door to close it).
  • NewThe Action screen lists your potions and pills (one click to quaff) and your group with their hit points, mana and moves: click a companion and your defensive squares go to them; Rescue, and Surrender among the quick actions.
  • NewFour new squares in the menu: Group (your companions, leave, split gold, orders to pets), Services (the bank, the healer, your locker, lit where there is one), Settings (auto loot, auto gold, auto sacrifice, auto split, auto assist and the other toggles, wimpy, title, password, save, quit) and Help (the help files, who is near, the time, the socials).
  • ImprovedYour shortcut squares are kept with your character, no longer in one browser: you find them on any computer or phone. Twenty of them now: all twenty on the Action screen (Alt+Shift+1 to 0 for the next ten).
  • ImprovedThe list of the note boards no longer fills the text at login on the game screen: the Board square shows the unread notes.
  • ImprovedThe game screen's text is cleaner: no prompt line any more (the bars show your hit points, mana and moves), and once in the game neither the login screen's castle nor the message of the day stay in the journal and the console. Telnet and the Classic Telnet keep everything.
  • NewThe Action screen out of a fight lists who stands here, each monster with its coloured verdict and an Attack button: the next fight starts without leaving the screen. Under your bars, the spells upon you with the hours left, blinking when they end; a yellow mark on your hit points shows your wimpy; the screen's edge pulses red when your hit points fall to a quarter. Every round says what you dealt and took, and each opponent carries its coloured verdict.
  • NewEvery command as a square: the Every command square, at the top of the menu, lists the game's commands by theme (move, fight, your class's skills, objects, trade, talk, group, body, information, arenas, settings) with a search. A click runs one, or first offers what it needs: someone here, one of your objects, an exit, a word or a number. The pin puts a command in a shortcut square of the Action screen, where the Commands tab of the square's chooser offers them too. The command line is still there, but you hardly need it any more.
  • NewLooking at someone or something opens a card over the screen (the description, their gear, what identify says), no longer a page of the journal.
  • NewSpells on objects: in the Gear window, an object offers the spells you can cast on it (identify, enchant…); a shortcut square holding such a spell asks which object.
  • NewSocials without typing: the ☺ button of the chat (or the Socials tab of Every command) lists every social; a click aims it at someone here, or at nobody.
  • NewYour aliases in the Settings panel: add, change, delete.
  • NewTells as conversations: the chat gives each player you exchange tells with a tab of their own, and its message line then speaks to them. A tell received while the chat is hidden shows a moment at the top.
  • NewWhen you are slain, a screen says what it cost and what it did not (your gear stays with you), and where you stand again.
  • NewSounds, if you want them (Settings): a tell, a level, low hit points, the end of a fight.
  • NewA short tour of the game screen at your first visit; Settings shows it again.
  • NewImmortals find their commands in Every command: goto, transfer, restore, peace, slay, purge, load, stat, force, echoes, wizinvis, holylight and more.
  • ImprovedThe Every command palette opens large (Ctrl+K from anywhere), starts on your recent commands, and offers buttons where a command has set choices: the questmaster (request, complete, your points…), the Grand Arena (join, fight, resume, forfeit…), training, the healer's spells, the war vote. Pinning a command when every shortcut square is taken asks which one to replace.
  • ImprovedThe journal keeps only what is worth reading (descriptions, refusals, help, the immortals' commands). What a button does answers a moment at the top of the screen instead: wearing, dropping, getting, giving, buying, selling, the bank, the healer, the locker, training, practising, quests, the group, recall, the doors. The settings and the postures say nothing: their box or button lights up. Reaching a level or a rank of Ascension shows large, in gold.
  • NewAFK and AFW buttons in the chat window, lit while you are away: tells are kept for you (replay).
  • ImprovedImmortals and builders see the room's vnum at the head of its description, no longer in the journal.
  • FixedThe Settings panel showed some toggles always off (no summon, no follow, compact, brief, combine, AFK): they now show as they are.
  • ImprovedThe Dashboard: a status card (your quest, the time before the next one, your quest points, the spells upon you), the room's description folded to three lines (a click unfolds it, remembered), no empty squares under the picture, and the menu's squares grouped under small titles: You, World, Town, Arenas and people.

v0.9

Ascension: the climb beyond level 101

  • NewThe great upgrade of the day, Ascension: level 101 is no longer the end. A new hero begins at Ascension 1, and the experience then fills further ranks, without limit, each one worth 100 hit points; who, score and a golden bar under your hit points show it. A white stair climbs from Market Square to the Hall of the Ascendants and the Spire of Ascension, whose floors open with your rank: the First Circle from Ascension 1, the Second from 11, with wandering foes, bosses and gear of their own. The world map shows the Spire beside the lands, and a new Help page, Ascension, tells it all, with a calculator of your own road.
  • BalanceThe gear of the Spire of Ascension: six pieces per floor, for the places quest gear leaves empty (head, hands, arms, legs, waist, about the body). The First Circle's is the level of quest gear, the Second's above it, with haste on the Unbowed King's crown and three weapon powers on the spectral lance.
  • BalanceThe foes of the Spire of Ascension are half again as strong as when it opened: one and a half times the hit points and the damage.
  • NewWaystones: under the Temple Square of Midgaard, the Hall of Waystones. Sixteen far lands, spread over the levels, have a waystone at their edge: walk past one and it wakes for good, then travel between the Hall and any stone you have woken (warp). Never in a fight, never stone to stone. On the game screen, the Waystones square of the menu shows a small map of the realm with your woken stones lit, and glows in the Hall and at a stone: click to go. A Waystones page in the Help, a blue rune on their lands on the world map, and a Waystone badge on the Lands page. The Hall has its own picture, the great pillar of sixteen faces among rings of runes, and every waystone now stands in the picture of its land.
  • NewThe Leaderboard: the highest of the realm (Ascension, then level), wars won (single, team and clan counted apart from now on), Mob Arena champions beaten, Grand Arena sweeps, quests completed, player killers and the most devoted, read from the players' own records. The legends of the old Acropolis stand there until the new age writes its names.
  • ImprovedThe site's menu is shorter: the Lands and the Bestiary are in the Help, the Leaderboard has its own tab.
  • NewDonations are open: the Donate page leads to PayPal, any amount, once or every month. A gift buys nothing in the game, it only keeps the realm running.
  • NewThe Classic Telnet Interface: one button turns the game into a full-screen text window, the whole game written as in the telnet days, and one brings the panels back. Your choice is remembered.
  • FixedThe immunities, resistances and vulnerabilities your gear gives no longer vanish when you log in again (or after a reboot) until you wear it again.
  • Improvedaffects also lists what your worn gear gives you: sanctuary, haste, resistances and the like.
  • BalanceQuests come a third faster: 3 minutes before the next one after a quest done, 5 after one given up or out of time.
  • FixedThe token help no longer speaks of a 25% cost: a quest point token costs exactly the points it holds, and eating it gives them all back.
  • ImprovedThe Gear window's human man is drawn anew, in a darker style: a wanderer in a candlelit cathedral, with war paint, rune tattoos, wrapped bracers and a staff across his back.
  • FixedGear that zaps you for your alignment (when you try to wear it, or when your alignment changes after a kill) now stays in your inventory instead of falling to the floor for anyone to pick up.
  • ImprovedYou never lose your equipment again. Whatever kills you, a monster or another player, everything you wear stays worn and everything you carry stays with you: your body is left behind empty, there is nothing to fetch back and nothing to loot. A new Help page, Death, tells what a death still costs.
  • NewFighting several foes: click one of them beside the Fight tab to strike it instead, or type target <name>. A new command, dismiss, sends away your pets and summoned creatures.
  • ImprovedAfter an action, a shade runs off your shortcut squares: you see when you can act again.
  • FixedA pet leaving with its master is no longer removed twice from the realm.
  • ImprovedWhen a spell wears off ("You feel less armored."), the message goes to the chat window, in its spells tab, no longer to the text window.
  • NewTwo new squares in the game menu: Affects, the spells and effects upon you (kept up to date while open), and Scan, who stands in the rooms around you, looked again at every step.
  • ImprovedHelp gathers the Bestiary, and leads to the Lands too. In the game, the bar under your shortcuts keeps a single button, Classic Telnet Interface.
  • NewHelp: the Grand Arena page explains piercing, the golden needle, the four places a hero can pierce (ear, nose, belly button, tongue) and the ring each one gives. In the game: help pierce.
  • NewHelp: a new page, History. Acropolis and its clans, the Elite of Tham the strongest before the fall, its Legends Silence, Tham and Serosa, the long silence, and the realm waking again for its new era, under the castle of the login screen in its ASCII colours. In the game: help history.
  • NewA hidden place: the Hall of Fate, museum of Fate, the first great clan of the realm. In the great hollow tree of Haon Dor, a narrow stair winds up through the roots to its hall, kept by the Fates with the relics of the clan: Clotho who spins the threads of life, Atropos who hands out quests, and Lachesis, lost somewhere in the Void, who sells comfort for the road. No blood is shed there.
  • ImprovedThe Golem Works: half-made homunculi of wet clay now crawl along the animating tables, where floating cityguard heads used to drift by.
  • FixedMonsters no longer fall silent for good: a broken monster script could stop every scripted greeting, speech and trick in the realm until the next reboot.
  • ImprovedObjects no longer fall out of an open bag as you walk.
  • FixedAn old character carrying objects that no longer exist could freeze the whole realm when logging in. Such objects are now simply left out, and whatever a lost container held goes to your inventory.
  • ImprovedThe quest timer speaks in the chat window, in its Quest tab, no longer in the text window: "You may now quest again.", the warning to hurry and the end of the time. The Quest square of the menu shines gold when you may ask a new quest, and turns amber on a quest, with the minutes left.
  • NewA Whowas square in the game menu: type a player's name to read their record (level, race, class, clan, when they were last seen) without the text window.
  • Fixedwhowas only takes a player's name, letters only.
  • ImprovedThe Newbie Hints go to the chat window, in their own Hint tab, no longer to the text window ('hint' still turns them off).
  • NewThe Leaderboard crowns the Legend of Acropolis Ascendant, the one hero at level 102, above all the boards. The first to hold the title is Tham.

v0.8

A fairer climb, a new land, and the lands for your level

  • NewA new land for levels 60 to 70: the Shadow Path. Beyond the glowing boundary south of Westland, a path of watching eyes leads down to the drowned ruins of King's Port, its wrecked ship and its lighthouse of cold white fire.
  • NewThe Lands page: every land by level, the way there from Midgaard, its notable foes and its best loot. Type your level to keep only the lands made for you.
  • NewWorld map: type your level and the lands made for it light up, listed beside the map. Click one to fly there. When you play, your level is filled in for you.
  • NewConsider before you fight: a coloured dot on each monster's square says how the fight would go, from an easy kill to certain death, and its menu says it in words, with a warning when it is far tougher than you or attacks on sight.
  • ImprovedThe game screen relies less on the text window: the room's name, exits, description and what lies and stands there are shown in the room panel only, and what is said, gestures, socials and every channel go to the chat window, in their own tabs, as do the arrivals and departures of players and the gods' announcements (the realm tab), the rising and setting sun and the weather (the weather tab). Monsters' menus no longer offer Consider: the coloured dot and the verdict say it already.
  • NewHunger and thirst have teeth: shown under your hit points, mana and moves (Hungry, then a pulsing Starving or Dying of thirst) rather than in the text window. Go hungry too long and you lose hit points and moves each tick, thirsty and you lose hit points and mana, a little more every tick, shown in red like fight damage. It never kills you; eating or drinking stops it. The first five levels are spared. A new Help page, Hunger and thirst, tells it all and where to find food and water.
  • FixedDrinking a lot no longer stops a starving adventurer from eating ("You are too full to eat more"), nor a big meal a parched one from drinking.
  • ImprovedThe Fight window: your opponents' names and a bar of each one's hit points sit beside the Fight tab, every attacker listed when several fight you, your target first (at the top of the fight on phones), green, then yellow, then red. Rounds read like the text window, the newest at the bottom, and what you do between two rounds shows there too, even a spell that fails ("You lost your concentration"). The fight no longer fills the text window: it is in the Fight window only, and when others fight in your room you watch their fight there too.
  • ImprovedThe home page says what the game is about: become the Legend of Acropolis Ascendant.
  • NewHelp: a new page, Clans: how to join one, and what a clan gives you (its channel, its hall, its donation pit, clan wars). The old in-game help promised commands that never existed.
  • NewHelp: a new page, Legend. The strongest player of Acropolis Ascendant holds level 102, won as the best duellist of the single wars and lost to any challenger who beats them. 'whowas' now calls the Legend a Legend, no longer a god.
  • NewHelp: a new page, The game screen, explains the coloured dot by each monster, the stars and arrows of the Gear window, and where the room and the chat are.
  • NewThe Bestiary: the notable creatures of every land with their picture, level and home. Type your level to see the ones around it, or search a name.
  • NewGear window: stars say how good an object is for its level, and an arrow whether what you carry is better or weaker than what you wear in that slot (exact stats still need identify).
  • ImprovedThe Mud School is a medieval academy now, every station with its own name, and its signs also teach the website: the Gear window, the exit letters, the Map square, the coloured Consider dots. Its graduation sign tells where to go next.
  • ImprovedNames taken from famous books and films are gone: the lands, heroes and villains you meet are the realm's own. The Shire is now the Dells, Moria is Durak, Solace is Vellin, Florin is Lorran and Beregost is Brenmoor. Over a thousand spelling mistakes are fixed.
  • ImprovedThe realm is medieval again. The Mob Factory is now the Golem Works, where an alchemist moulds the folk of Midgaard. Hell keeps its humour but trades its reactor, mall and offices for a Soul Furnace, a Bazaar of the Damned and the Hall of Grievances, with Krampus and Judge Gorgoth. The Lost Vale holds an Eternal Fair, and the Giant Easter Egg has made way for Aldric the questmaster. No more scuba gear, pizza, jeans or phone books.
  • BalanceLevels 45 to 65 are no longer a wall: monsters there have about a quarter fewer hit points, so the climb is steady from 40 to 70.
  • BalancePotions, pills, scrolls, wands and staffs cast their spells at a level that fits where they are found. Monsters carry gold that fits their level, and loot no longer sells for a fortune far beyond its level.
  • BalanceMonsters now have hit points and damage that fit their level across 42 lands. Florin is no longer a free ride; the Swordancer Chieftain, the cats of the Forest of Sorrows and the Volcano gods no longer hit or last absurdly beyond their level.
  • BalanceThe great dragons of the Dragon Tower, Haon Dor and the Sewers, the vampire of the Chapel, Ares on Olympus and a few others no longer attack young adventurers on sight. They can still be fought.
  • BalanceEquipment fits the monsters that carry it: the Atlantis guards and King Neptune, Pasdera and Dusk to Dawn no longer drop gear far above their own level. Gear too strong for its level now asks for a higher level.
  • BalanceWestland is now a land for levels 58 to 70, where few lands were. The levels shown for each land match the monsters really there (the Lost Vale, the Sword Dancer Realm, the Shire, the Sewers and more).

v0.7

A world of continents, and the game on phones

  • NewThe game on phones: a screen made for them. Your hit points, mana and moves at the top, one panel at a time (the game text, the room with its picture, the fight, the channels, or any square of the menu), your shortcuts in a strip, the command line and a bar of tabs at the bottom. The Gear window fits the screen: tap an object, then a slot.
  • FixedPhones: the world map no longer makes the page crash (it is now a picture, lighter for phones), it opens closer, and you can pinch to zoom. The help pages no longer get wider than the screen.
  • ImprovedWorld map: redrawn as a whole world, bigger. The heart of the realm around Midgaard, four continents across the seas, islands, ships and sea serpents. Roads that join two continents cross the sea. The Mud School stands beside Midgaard, Atlantis lies offshore under the waves, and Drakyri is an island of its own. The map window is taller.

v0.6

The Mob Arena reopens

  • FixedThe Mob Arena is open again (arenamob). It no longer stays "in use" when a fighter leaves the arena without dying.
  • NewThe Mob Arena champion shows its true face on the game screen: the Big Scary Mud Monster, Bob, the Raging Bull, Apoch, the slobbering Chimera, Zavor or Waternix.
  • FixedRangers can use track again.
  • ImprovedAdmin dashboard: the last 100 connections, and every clan with its members, ranks and last visit.
  • NewThe Gear window shows your own figure: a painted portrait for each of the 15 races, male and female, each in its own setting: the dwarf's forge, the elf's forest, the vampire's red moon, the mindflayer's psionic circle...
  • NewGame screen: the Gear window, as in fantasy games. Your figure with every equipment slot, filled or empty, and your inventory beside it: drag an object onto a slot to wear it (the slots it fits light up green), onto the inventory to remove it, onto the bin to drop it.
  • NewGame screen: in the Hall of Heroes, the Shop square becomes the arena master's shop: all 20 Grand Arena rewards (weapons, armors, king tokens and specials, including the Golden Piercing Needle, Kremlin's Kite, Nemesis' Jealousy, Dinchak's spray can and Torak's body bag), their price in king or arena tokens, your tokens, and a Buy button. The Hall of Heroes is reached with Join while a Grand Arena is open.
  • NewGame screen: a Fight tab beside the Scene. It opens by itself when a fight starts and stays until you go back to the scene. It shows the whole fight round by round, newest first, with the game's own messages and damage, and a thin bar runs until the next round.
  • NewHelp: a Quest page (where the questmaster is, the commands, what a quest pays) with every quest reward and the stats of its object: damage, armor, bonuses, flags and what the special ones are for.
  • ImprovedHelp: the Grand Arena page tells what the Souvenir Grand Arena Watch is for: the live scoreboard of the Grand Arena, from anywhere ('look score').
  • ImprovedHelp: the Grand Arena page explains the tokens and the arena master, and lists all 20 rewards with the stats of their objects, including the rings the golden needle makes.
  • FixedTorak's body bag is a real bag now (it held nothing), and the arena list gives its true price: 3 king tokens.
  • NewGame screen: Train and Prac squares. Train your stats, hit points, mana and moves, convert practices and trains, gain new groups and skills, and practice every skill you know, with buttons.
  • ImprovedGame screen: the Shop, Train and Prac squares turn green when someone in the room can serve you, and the Board shows your unread notes in green.
  • NewGame screen: the War square lets you call a war: vote for a Single, Team or Clan war and watch the votes come in.
  • NewReverie, Melancholy's younger sister, opens her map shop in the old reception above the Grunting Boar. Melancholy keeps selling the portals.
  • NewA map of every land of the realm: 68 new maps, drawn from the real roads of each area, sold by Reverie.
  • NewMaps are learned, not carried: buy one from Reverie and it is yours for good. The Map square lists all 70 maps of the realm, marks the one of the area you are in, and opens every map you have learned.
  • ImprovedGame screen: the room description is no longer repeated in the game text, since it is shown above the room picture. Telnet players still get it.
  • ImprovedInns and taverns all over the realm now have their counter, their wall of bottles and their tables.

v0.5

Arenas, quests and the world map

  • NewWebsite: a How to start page for new players, and a Help tab gathering Races, Classes, Grand Arena, Mob Arena and War.
  • NewWebsite: the World map, every land of the realm on an old parchment, with its roads and magic paths. Click a land to see its levels and where it leads.
  • NewWebsite: this changelog, one numbered version per day, and an early-development notice on the home page.
  • NewGame screen: the room description, as 'look' says it, above the room picture.
  • NewGame screen: Quest square, with everything the questmaster offers: your quest, its place and timer, request, complete, give up, and the rewards in two columns like 'quest list'.
  • NewGame screen: Grand Arena, Mob Arena and War squares: who fights, join buttons, team picks, and buttons to the viewing rooms.
  • NewThe Mob Arena Viewing Room, east of the War Viewing Room: watch every blow of the duel.
  • NewPictures for the Elite clan hall: the dark entrance with its neon sign, and the Hall of the Elite.
  • NewPictures for Haon Dor and Miden'nir: 123 rooms and 20 inhabitants, from the lumberjack and the elder druid to the green dragon and the dark horseman.
  • ImprovedThe wizlist names the realm's keepers: ced, and Dinchak, the original owner.
  • ImprovedSmurfville becomes Thistledown, the village of the Mossfolk, with Elder Rowan and Morgrave the Hedge-Wizard. Mega City One becomes Grimhold, the walled city of the Wardens.
  • ImprovedBack to the realm's own tone: Gangland is now the Rookery, Galaxy the Celestial Vault, Day Care the Dwarven Nursery, and the Kung Lao Temple the Temple of Master Shen. The quest rewards are now Fennel's bottle of cordial and the Endless Decanter of Cider.
  • ImprovedA warning sign and a chill now greet you at the edge of the deadliest lands, when a gentle area leads straight into one far beyond your level.
  • NewThe whole world has its pictures: every one of the 6,311 rooms and nearly all of the 1,874 inhabitants, from the Amber Palace to the Astral Plane, the Volcano and the Celestial Vault.
  • FixedThe Depths of Doom can be reached again: a cave opens in a sea cliff of the Dragon Sea, north of the New Thalos docks.
  • FixedMachine Dreams, an empty area of 36 identical rooms, is closed.
  • FixedCrude words cleaned from a few descriptions, from the rules and from help materia (Amber Palace, Moria, the Mud School, Wyvern's Tower, the Grey Wastes, Midgaard).
  • FixedThe viewing rooms of Grand Arena platforms 12 to 14 now show their fights.
  • FixedThe Quest square finds the questmaster even in a dark room, as the quest command does.
  • FixedOld joke 'tells' written into room descriptions removed (Midgaard, Mahn-Tor, Sunalta, Drakyri Isle, Geisel's Rainforest, the Centaur Kingdom, the Grand Arena). Malloc's advice in the Hall of Heroes stays.
  • ImprovedAccount protection: after a wrong password, the address must wait a few seconds before the next try, and five failures in 15 minutes lock it for 15 minutes. Telnet and web alike.
  • BalanceLunge, backstab and assassinate: no new opener for 10 seconds on a foe you just fled from, and none on a foe below 75% of its health, even if it cannot see you.

v0.4

Boards, shops, maps and new lands

  • NewGame screen: Board square, the note boards as in the game: read, write, remove, catch up.
  • NewGame screen: Shop square, with what the shopkeeper sells and a Buy button.
  • NewGame screen: Map square showing the parchment map of the area you are in.
  • NewA map of the Mob Factory, sold by Melancholy in Midgaard.
  • NewThe Grey Wastes are open, reached as help directions says.
  • NewPictures for In the Air, Elysium, the Mob Arena, the Arena, the Grey Wastes, Drow City and the Dwarven Kingdom.
  • ImprovedHassan, Guardian of Midgaard, stands ready to defend the realms.
  • ImprovedThe room picture shows the area name; the right column has two rows of smaller squares.
  • FixedA crash when entering rooms with very long descriptions.

v0.3

Midgaard comes to life

  • NewEvery room and every inhabitant of Midgaard has its picture, and so do the Mud School and the Mob Factory.
  • NewA dashboard for the implementors.
  • ImprovedThe site loads faster.
  • FixedSite bans now work for players on the web too.

v0.2

More of Midgaard

  • NewNew pictures of Midgaard rooms and inhabitants.

v0.1

Acropolis Ascendant opens in the browser

  • NewPlay from your browser: room pictures, who is here, health and mana orbs, equipment, inventory, channels and shortcuts.
  • NewWebsite: home, login, a character creation wizard (with customization), races and classes guides, About us and Donate.
  • NewThe realm takes the name Acropolis Ascendant, with its own emblem.
  • NewGame screen: Char (score), Spells, Skills, Areas and Directions squares, as in the text game.