To add new levels of intrigue and interest to the game, new "worlds" and features are added to the Realm of Legends in the form of Modules. We recommend that you begin with Module 1 and continue in numerical order.
MajorMUD Plus is an enhancement to the game, and therefore is not considered a Module.
The features of this add-on will add atmosphere and personality to your game and characters, which increases the role-playing aspect of your Realm.
The first expansion to the world of MajorMUD - Realm of Legends is called "Dragon's Teeth."
With this Module, the realm of legends becomes a darker place as players are plunged into a fresh escalation of the war between the Light and the Shadow. Forces that caused the war and encourage its bloody continuation are revealed, and new challenges are presented in this war-torn world. Players are encouraged to choose up sides and fight alongside the forces of Light and Shadow.
Features Inlcude:
Approximately 2,500 rooms
Travel the treacherous rapids of the Silver River, the dank and dreary caverns of the cave witch, and the perilous metallic-treed forests to find animals, monsters, and the hidden village of the Wood-Elves!
Features:
The treacherous rapids of the Silver River!
The dank and dreary caverns of the cave witch!
Perilous metallic-treed forests north of Silvermere, complete with a wide assortment of animals, monsters, and the hidden village of the Wood-Elves!
The nameless ruin itself, filled with twisted creatures, hordes of undead, traps and puzzles to mystify your users!
Many new "boss" monsters!
New items, spells, and quests!
Approx. 800 rooms
A rash of mysterious disappearances set the scene, as people are being dragged into slums and disappearing int he night.
People have been seen being dragged into the slums, kicking and screaming, by oddly-garbed foreigners. Many whisper about friends or neighbours simply disappearing in the night, leaving no trace. Rumours abound-- tales vary wildly from person to person. Some fear the cultists are recruiting en masse for some dread invasion, or even worse, stealing away with victims for a colossal sacrifice to their blood god. Others report hearing talk of slavery, though why slavers would infiltrate a city to kidnap people is unknown. Some tell of mysterious figures walking in the darkness-- tall, graceful, and cloaked in nightblack cloaks. Only time will tell what evil plots are afoot ...
Level Range: 10-30
Main Quest: 15+
Approx. 1000 rooms
The barrier that once separated Silvermere from the eastern mountains of Khazarad has finally been destroyed. Leaving vast new areas open to discovery.
The next chapter of the alignment quest, "Terror from Below" is set in the region east of Silvermere. The barrier that once separated Silvermere from the eastern mountains of Khazarad has finally been destroyed. Leaving vast new areas open to discovery.
Features include:
"Terror from Below" has areas that will accommodate players as low as level 5, as well as those of the highest levels. The main quest is designed for parties of level 20-30 characters.
Journey to an arcane tower, a long-destroyed templar fort, orc-infested caverns, a bandit stronghold, slime tunnels, an ant nest, a den for smugglers, an insane asylum, sewers, and a mysterious temple!
Features include:
"The Rising Dawn" is designed for low-level characters, somewhere between levels 1 and 15. Of course, high-level characters can adventure here as well.
An Ancient desert full of mystery and death awaits adventurers as they attempt to defeat vicious new enemies and enter into great new quests.
Features include:
"The Sands of Time" is designed for mid-level characters somewhere between levels 20 and 30. Recommended that adventurers join with a party for their own survival.
An unknown danger threatens the safety of the inhabitants of Silvermere and a sinister force lies in wait, building power and dark energies.
Features include:
"Savage Lands" has areas that will accommodate players as low as level 20 and for those of the highest levels. The main quest is designed for parties of level 30-50 characters.
As Silvermere begins to enter a new age of rebuilding and exploration, echoes from the past call back. The city needs the help of adventurers to band together and squash the flood of war before it breaks open and lays waste!
A new Sheriff is in town, crime is being swept from the streets. As Silvermere begins to enter a new age of rebuilding and exploration, echoes from the past call back. Rumors flood through the city that an orc warlord has come to power, building a throne of the bones of his victims, inside the dark cave in the depths of the darkwood forest.
Scouts that actually return to town, tell stories of a massive orcish horde building inside the cave, training with weapons of destruction, plans being drawn for a seige on Silvermere. An order is placed, a call to arms!
The city needs the help of adventurers like you, to band together and squash the flood of war, before it breaks open and lays waste!
Elsewhere an old ally requires the help of friends to break him free of his eternal prison, but it requires travel to another place, where light is as scarce as water in a desert!
Features include:
The victory over the dark phoenix, and the appearence it's master still weighs heavily on your mind. With your brain and brawn it is once again up to you to travel into regions unknown, battling an evil that threatens all things living, and the power of the Three.
The victory over the dark phoenix, and the appearence of its master still weighs heavily on your mind. Rumours abound of the Dark Mage emerging yet again, bringing about the 'prophecy' he foretold. Other gossip tells of troubles in a small township buried deep in a mountain valley where undead hordes have risen, plaguing the people with destruction and disease. The time has come again to carry on the banner of your cause, this time in the name of discovery. The great library of Arlysia may hold the secrets of a long ago past, where the dark secret of the unknown prophecy may gain new light.
With your brain and brawn it is once again up to you to travel into regions unknown, battling an evil that threatens all things living, and the power of the Three.
Prophecy of Plague is the second of a three part story, introducing the further dark plans of the unknown mage that appeared at the end of Module 7.
The module is suggested for parties of characters level 50+
Here's what you can look forward to in Mod 9 Prophecy of Plague
10 things a person can do to prepare for Mod 9?
Not to be confused with release notes:*
Over 20 new bosses all ready to slay you and friends alike - You may notice a lot of the bosses have capitalized letters in their names for example: Banished One, or Shadow Master, WCC did this with named monsters like Goru-Nezar or Gudruk, but we figured to try it on for a few bosses that weren't named and see if people preferred this way of marking bosses from non-one's or just let the rgen timers decide, I suppose it doesn't really matter but this is something we'll like feedback on.
Some changes were done to old spells, and quite a few new ones added to the stores or older bosses. Some of these include:
Cure Paralysis, Control Undead, Soul Rip
Priestly healing has been changed to Anointed Hands and is now -2
Paladins get a spell called Zeal which we have been informed numerous times is something they've needed for awhile.
Rejuvenation, Mass Entangle, Shatter is replaced by Burning Aura, this is a single target hp ticker, Shatter will be put back in once it can be more versatile. Rangers get a spell called Natural Prowess, see "Zeal" above.
Sleep, Colour Spray, Sphere of Implosion
Warlocks/Gypsies get 1 of these
Illumination now conjures a "light ball" torch item, which can be given to anyone the caster desires.
Also Mod9 itself has it's own share of spells for the -3.
Many limited weapons of all types - A few of them are alignment specific or class specific, and class specific does not mean restricted to a single class for use.
Some non-limited items dropped include:
Over 100 new monsters living and dead, ready to devour you - The part about more dead monsters should be in bold, there's quiet a few of them. Also fear was given to less then five monsters in the entire Module, so those of you that have a hard time handling it can breathe a sigh...
Powerful weapons to aid your cause upon completion of your 5th alignment quest
Translation: Like the quest cloaks but one for each alignment, and no it's not like the level 10 quest, everyone gets something.
A vast library to learn of the old days of the Realm - There's also literature in here telling of other locations that the realm will soon be expanded upon, as well as some text giving some idea as to where mod 10 will be.
Riddles to test your wit, some bringing pain and suffering to reward wrong answers - Nothing to add here, heehee.
Clues that show the plan of the Dark Mage, and his final chapter in Mod 10 - See above in the library.
Some interesting additions to older area's - As said above with the spells, some older monsters will drop them, some older monsters will drop some new items as well. A new area was added to the Module 8 map with it's own story line, this is for parties of 40+. "Parties" meaning more than 1 and less then 30.
Last but not least, watch out for the zombies! Three new breeds of zombies, all of them fun.
The bad news everyone probably knows or is dreading to find out:
Nexus Chakram:
Damage: 10-35
Speed: 2500
Magical +4
Min. Lvl: 40
Crits +5
BS Acc: -20
Casts the same hurl spell done by the nexus hunters, doing up to 50-100 damage.
And a last bit of info monsters using player like spells such as blind and hold person, now use those actual spells, ie: the undead priest's hold person that used to last for 90 seconds, now lasts 12 seconds, but it now says:
Undead priest casts hold person on you!
as opposed to:
The undead priest casts hold person on you!
We hope most of the players can bear with the message change for the lowering of the duration.
Judge for yourself.