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Welcome to Wyvern

Wyvern is an award-winning massively multiplayer online RPG with a distinctly retro look and feel similar to that of classic PC games.

If you make Wizard, you can create your own mods and game areas for other people to visit. You can use our Map Editor to create new areas, and the game is also fully programmable in Java and Jython. Using the Wizard developer tools, you can create your own weapons, monsters, treasures, quests, guilds, and more.

Wyvern is currently in beta test. We encourage you to playtest the game, and submit bug reports and feature requests. Please read the Official Wyvern Beta Test Rules before you log in.

Play it now!  <-- click here to download Wyvern.

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Wyvern News

Mini-quest Information, Meet the Recycling Bin
2-JULY-09

After much consideration, the arch wizards have decided that the discussion of mini-quest information shall no longer be considered cheating! What this means is that you can now talk about (and freely group in) areas like Kyalami's Memorial Tower and the mine from which whirlphlosion axes can be recovered, as much as you like and in much detail as you like. But, it is still very much cheating to do that with quest information. To avoid confusion as much as possible, we have put warnings up around many quest areas, but they're not all marked as clearly so as to avoid making it too easy for questers looking for locations as part of the quest's challenge.

So to make this absolutely clear, a quest is anything that rewards you with actual quest points at the end of, or during one of the game's listed quests, where as a mini-quest had many of the qualities of quests, but instead of quest points, your reward was an item (or items) of some sort. When we started protecting information pertaining to mini-quest information, training areas in the game were very simplistic and often consisted of either a lot of single maps that could be accessed by applying to various structures or a basic string of maps that offered little to no challenges beyond monsters and traps.

Now we're doing away of that style in favor of complex dungeons which are very much like a good number of mini-quests; They offer challenges/puzzles to be overcome, have unique aspects to them, and they often give you some sort of special reward. The only significant difference is that we would never want it to be considered cheating for people to discuss and help each other out in dungeons, especialy since they will make up the bulk of training areas as the game progresses. However, players had no way to distinguishing between them unless told by a wizard or we specifically put a sign up saying it was not a mini-quest. As a result, we decided that it was an outdated practice to keep protecting mini-quest information and hope this will make things easier and more enjoyable for you all!

PK Forest & Applewood Farm
25-JUNE-09

From the disturbed mind that brought you the arena of Death and Chaos comes the next evolution in senseless murder...The Player Killer Forest. Located along the path to Amita, for levels 8 and below, is a multi-map arena of killing goodness. Should you risk this dangerous path you can reap new and detailed monster training areas that you will have all to yourself as your foes kill each other just outside those cold, dark, dungeon walls.

Are you brave enough to risk the madness and claim the long lost treasure of a dark evil before time runs out? Of course you aren't, look at the scrawny specimen I am conversing with. No matter, for goblin food is not welcomed within...The Player Killer Forest. Which, by the way, comes complete with an interesting area by our newest wizard, Khalon, called Applewood Farm. Visit with the simple farmers, stop by the hot springs, or see what horrors lurk within the nearby forests...If you dare.

Tower of Conundrum
22-JUNE-09

The Tower of Conundrum has been changed to a quest from a mini-quest. For information please see the Quest Book in the Quest library of New Verden Adventurer's Guild.

If you've done it before your prizes are gone from your inventory and you are welcome to do it again to get the prize and the Quest Points.

Updates, fixes and more stuff..
21-JUNE-09

For today, on tap, we have for you:

  • Charm monster has been updated so that it is as it was originally intended. It is a skill for high level mind mages to make very low level sentient beings do their bidding.
  • The spell Fear was fixed. You can use it as intended to make monsters run away from you but it will no longer kill monsters (you didnt get xp anyway). A monsters intelligence will now also come into play.
  • Just as a side note, we told you last week of fixes to repair anvil, uncurse altar etc. As a reminder, uncurse altar works properly now and you will pay 50gp for each "item" as it was intended. So don't be shocked when you uncurse a huge pile of pixie dust and it takes all your gold.
You will continue to notice changes in spells, and as spells that have other ways of being used (wands, rods, scrolls, potions) will be given a minimum magic requirement. If you want to use it with no skill, use the items. Use the bug command if you notice anything unusual.

Updates
15-JUNE-09

Today's updates include:

  • New player inventories have been updated to include some items that will help players just starting out have it a little easier.
  • Identify tables and Anvils will no longer allow you to sell items while standing on them, so they will not be covered with sold items. This has caused problems for other players coming to use them in the past.
  • Autograb will now pick up cursed arrows, a long standing issue for Archers.
  • Draining XP now also drains your Guild XP, so be careful.
  • Berserk skill and spell both now work. Berserk items that give you extra berserk skills require that you have 1 skill trained to use. The Berserk trainer is on the world map, his name is Olgar.
  • Offered items can no longer be enchanted, shrunk or enlarged.
  • Items that should not need to be shrunk or enlarged should not give you the message that they were. (rings, girdles, amulets)
  • Free Action, Berserk and Strength Spells now require grouping to cast on other players like the resist spells.
  • The Strength spell's duration was fixed to reflect skills properly.
  • The Free Action spell no longer gives 100% resist to slow and paralysis with no mind skill trained, but it is now properly based on your mind skill. This also means the Free Action potions no longer give 100%.

Also portable holes are still having problems with you getting stuck in them. If you do get stuck in one during the day when a wizard is around please let us know while you are still in the hole.

As always, let us know if you have any problems with these via the bug command.

Autobag fixed
13-JUNE-09

It appears that the "autobag not working with loot" bug is fixed. So your autobag rules should work again. Please let us know if you find any problems with it via the bug command.

Oops...
10-JUNE-09

A few things have gone askew with the autobag fix for quest items. Looting corpses/chests etc wont work with your autobag right now. It will be fixed within a few days. Sorry for any inconvenience.

Fixes you've been waiting for...
10-JUNE-09

Today some fixes were done that many would consider small but they are things you will notice and have been asking about for many years.

  • Items that have charges were being sold empty. This has been an issue in the past and finally there is a solution. Portable Holes, Crystal Balls, Unicorn Horns and Rods will have their name change when depleted.
  • Quest items will no longer autobag. (and there was much rejoicing!)
  • There have also been some significant changes to auctioning items. You can no longer wave, throw, wear, equip, wield, ready or fire auctioned items.

Please let us know with the bug command if you have any problems with any of these.

Bug fixes and delays
09-JUNE-09

Today we finally get to announce a long awaited bug fix! Portable holes should no longer glitch and not let you exit properly. On the other side of that coin, portable holes no longer let you use the quit command while in them.

Speaking of the quit command, a small quit delay has been instituted. It shouldn't be too much of a bother as it is only a few seconds, but it is enough that quit isn't going to be a fast option to save your life anymore.

In other news, a new monster-only poison spell has been added to a few high level monsters. Be very careful out there!

Chock full o'News
07-JUNE-09

Our coder monkeys have been especially busy of late and as a result we have a lot to report! They still haven't figured out how to type out a Shakespearean play, but they seem quite adept at making guild changings and fixing longstanding arrow quirks.

First, we're pleased to announce quite a few changes to guild stats. The changes, at the moment, are as follows:

  • Mages: We removed the negatives for melee, since the skill no longer exists, and replaced it with negatives in close-combat weapon related skills, aside from staves.
  • Archers: Again, we removed the negatives for melee and this time replaced it with negatives in all of the current close-combat weapon related skills. We also replaced the bonuses for forestry with find weakness, to make the life of an archer a little easier. However, if you're an archer and you now find yourself with more than 20 points, in find weakness, you should untrain your excess skills as they stop doing you any good after 20.
  • Paladins: Instead of getting just a fixed number of bonuses in life upon joining the guild, Paladins now also get a point in life every other level. Which means that if you're a level 10 Paladin, you will now have +10 life as opposed to just +5, as was the case before.

We also changed the guild section of the player manual to reflect these changes and will continue to do so if you make any further changes based on observation and feedback following these current tweaks.

Secondly, we made some adjustments to arrows to correct a number of quirks that players have had to live with for some time now. As a result, you will find that arrows (and bolts) that are fired point blank at monsters will properly stack when picked up, where as they didn't before. You will also find that enemies standing on the bases of trees will no longer be protected from arrow fire!

Thirdly, items of all kinds will no longer stack if their damage and durability are set at different amounts. So, as always, we recommend you keep some sort of container handy.

Fourthly, teleport and blink will no longer work unless you have at least 1 point trained in spirit. Spirit also has an effect on the number of times you can cast teleport in succession before needing to take a breath and catch your bearings from all that teleporting (blink has no such limit). There is, however, no initial delay. Meaning, you will be able to cast the first teleport the same as you always have, but you may find that you need to wait a bit before casting the second or third.

Gems
05-JUNE-09

Thanks to bug reports from loyal testers, not unlike yourself, it has come to our attention that gems could not be repaired. Which has recently become an issue when we started fixing a bug that resulted in items auto repairing themselves upon logout. As such, we have contacted a jeweler and asked that he make some gem repair tables for players to use. Fortunately, he was able to come through in a pinch and so you will now find gem repair tables on the top floor of the New Verden bank. Please be sure to let us know if you find any more items which cannot be repaired on an anvil, the magic repair stations in auction houses, or the new gem repair tables.

In other exciting news, we've once again adjusted invisibility potions and as a result you will now find that they last a bit longer. You'll also find that we updated the graphics of another of our ancient monsters with some Arisu designed images. See if you can spot which monster got the makeover next time you go exploring!

Resurrection Takes a Holiday
04-JUNE-09

Wyvern's faithful scrolls of resurrection have long gotten a lot of attention and, for a simple scroll, that can be very tiresome. So, sadly, they decided to go off into semi-retirement by becoming artifacts. Now they can lay about in the lairs of terrifying monsters while sipping tea and watching adventurers die by the hundreds trying to get to them. They even received a new rank to go with their change in status and will from this day forward be known as scrolls of major resurrection!

But, do not fear, for they have found a replacement for you all in the form of their little sibling, the scroll of minor resurrection. You will be able to find scrolls of minor resurrection in all the same places you used to find the scroll of resurrection. In fact, if you had an a scroll of resurrection in your inventory before today, you will find that the scroll of minor resurrection has happily taken its place. They won't restore as much exp as their predecessors did and they're not any cheaper, but they're still a bargain if you're someone who continues to not see the wisdom in training spirit traveling.

In other news, we're continuing to make adjustments to the prices of scrolls and potions as needed. For example, today you might have noticed a slight increase in the value of resist scrolls. Keep an eye out for further adjustments and, to follow up on yesterday's news post, continue to keep an eye out for us fixing auto repair items. We already fixed of a couple of them, which includes the unicorn horn, but we still have more to get to.

Art, Bugs, and Pie
03-JUNE-09

Wyvern's wizards have been especially busy of late, making new artwork, fixing bugs, and baking pie. Well, maybe not baking pie, but we are pleased to announce some wonderful new artwork and exciting bug fixes that have been released recently or are on the horizon!

When it comes to art, our resident art wizard, Arisu, has been hard at work. This time introducing a brand new set of eight amulet images to replace the clunky old red one that has served us well for so many years. She's also designed custom images for Human axeman that are just as spiffy looking as those Human caveman!

When it comes to bugs, we've continued our efforts to go through and fix those longstanding ones we all dislike so much. Fixes of note are as follows:

  • An especially nasty bug, that resulted in players being overkilled by various foes, is no more! We've had this one in our sights for some time and are glad to see it go at long last.
  • We've fixed various monster inventories that were preventing players from looting items from corpses if someone else had done so earlier in the reboot. Famous examples included the boss of the Alaria Gauntlet and 'something' in the Demon Hordes quest. We still have a few more to go through, but we should have them all fixed by next week!
  • Cloaks of invisibility now work properly, so you should no longer find that you sometimes stay invisible when removing one. On a related, but non-bug fix note, we've made an adjustment to potions of invisibility so they no longer last the entire reboot. However, we have reduced their cost appropriately so that you won't have to pay as much for them as you did in the past.
  • Magic repair stations now repair potions.

When it comes to what's next, new artwork is sure to be on the horizon. But also, as of tomorrow we are going to start fixing items that auto repair themselves when you logout as a result of a bug. This means you will have to repair things like unicorn horns and the sword of Noir, among others. We want you to be aware of this ahead of time so that you won't be careless with items you never had to worry about before. You should also be on the lookout for any items which cannot be repaired by an anvil or magic repair station and if you find any, please bug report them.

News archive