by Divina » Fri May 11, 2018 7:54 pm
So I have only tested this with the Tar Valon Barracks where you issue the mercenary mob for Masters but I am going to assume its the same coded room for all clans. Basically, the room itself is out of the Zone. Once inside the room, you cannot be located or seen on where from others in the attached zone. See log below - obviously you can see Curtis due to bond.
* HP:Healthy SP:Bursting MV:Strong >
Earth Avenue
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A city lamplighter stands nearby, attending his duties.
* HP:Healthy SP:Bursting MV:Strong >
A worker has arrived from the north.
A city lamplighter leaves west.
* HP:Healthy SP:Bursting MV:Strong >
Serpent Street
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
* HP:Healthy SP:Bursting MV:Strong >
Tar Valon Barracks
[ obvious exits: S ]
The barracks keeper performs his duties here.
* HP:Healthy SP:Bursting MV:Strong >
Serpent Street
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
* HP:Healthy SP:Bursting MV:Strong >
Players in your Zone
--------------------
Divina - Serpent Street
Curtis - A Rocky Niche
* HP:Healthy SP:Bursting MV:Strong >
Tar Valon Barracks
[ obvious exits: S ]
The barracks keeper performs his duties here.
* HP:Healthy SP:Bursting MV:Strong > Players in your Zone
--------------------
Divina - Tar Valon Barracks
Curtis - A Rocky Niche
* HP:Healthy SP:Bursting MV:Strong >
Serpent Street
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
* HP:Healthy SP:Bursting MV:Strong >
You feel the flows of saidar coursing
through your body.
* HP:Healthy SP:Bursting MV:Strong >
You begin to weave the appropriate flows...
- = + * * + = - - = + *
Ok.
Curtis - [pidolpuavastnul] - somewhere far west of here.
* HP:Healthy SP:Full MV:Strong >
Tar Valon Barracks
[ obvious exits: S ]
The barracks keeper performs his duties here.
* HP:Healthy SP:Full MV:Strong >
You begin to weave the appropriate flows...
- = + *
* Cancelled.
Who do you want to ask something.. and what??
* HP:Healthy SP:Full MV:Strong >
Players in your Zone
--------------------
Divina - Tar Valon Barracks
Curtis - Top of the Cliff
* HP:Healthy SP:Full MV:Strong >
You begin to weave the appropriate flows...
- = + * * + = - - = + *
Ok.
Nobody around by that name.
* HP:Healthy SP:Strong MV:Strong >
Serpent Street
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
* HP:Healthy SP:Strong MV:Strong >
You begin to weave the appropriate flows...
- = + * * + = - - = + *
Ok.
Nobody around by that name.
* HP:Healthy SP:Strong MV:Strong >
The night has begun.
Players in your Zone
--------------------
Divina - Serpent Street
Curtis - A Tunnel
* HP:Healthy SP:Strong MV:Full >
Earth Avenue
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A worker busily earns a day's pay.
* HP:Healthy SP:Strong MV:Strong >
Players in your Zone
--------------------
Divina - Earth Avenue
Curtis - A Small Cavern
* HP:Healthy SP:Strong MV:Strong >
Serpent Street
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
* HP:Healthy SP:Strong MV:Strong >
Arglebargle, glop-glyf!?!
* HP:Healthy SP:Strong MV:Strong >
You begin to weave the appropriate flows...
- = + * * + = - - = + *
Ok.
Danelle Sedai - [astbokmeymeyuli] - somewhere around here.
* HP:Healthy SP:Strong MV:Strong >
Tar Valon Barracks
[ obvious exits: S ]
The barracks keeper performs his duties here.
* HP:Healthy SP:Strong MV:Strong >
You begin to weave the appropriate flows...
- = + * * + = - - = + *
Ok.
Nobody around by that name.
* HP:Healthy SP:Strong MV:Strong >
You begin to weave the appropriate flows...
- = + * * + = - - = + *
Ok.
Nobody around by that name.
* HP:Healthy SP:Good MV:Strong >
Serpent Street
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
* HP:Healthy SP:Good MV:Strong >
You begin to weave the appropriate flows...
- = + * * + = - - = + *
Ok.
Divina - [hrtastnalthgnul] - somewhere around here.
* HP:Healthy SP:Good MV:Strong >
Curtis narrates 'anyone want to spar me and rhys at same time/>'
* HP:Healthy SP:Good MV:Strong >
You begin to weave the appropriate flows...
- = + * * + = - - = + *
Ok.
Danelle Sedai - [sdequlnsevxzzfe] - somewhere around here.
* HP:Healthy SP:Good MV:Full >
Players in your Zone
--------------------
Reyne - Tower Square
Synthia - Merchant Square
Divina - Serpent Street
Curtis - A Cavernous Hall
* HP:Healthy SP:Good MV:Full >
You begin to weave the appropriate flows...
Rafi narrates 'aka who wants to die in one bash'
- = + * * + = - - = + *
Ok.
Nobody around by that name.
* HP:Healthy SP:Fading MV:Full >
Tar Valon Barracks
[ obvious exits: S ]
The barracks keeper performs his duties here.
* HP:Healthy SP:Fading MV:Full > Players in your Zone
--------------------
Divina - Tar Valon Barracks
Curtis - A Cavernous Hall
* HP:Healthy SP:Fading MV:Full >
Serpent Street
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
* HP:Healthy SP:Fading MV:Full > Players in your Zone
--------------------
Divina - Serpent Street
Reyne - Tower Square
Curtis - A Cavernous Hall
* HP:Healthy SP:Fading MV:Full >
Tar Valon Barracks
[ obvious exits: S ]
The barracks keeper performs his duties here.
* HP:Healthy SP:Fading MV:Full > Players in your Zone
--------------------
Divina - Tar Valon Barracks
Curtis - A Cavernous Hall
One can see how this could easily be abused by Invaders and Enemies on all sides of the Wheel.
So I have only tested this with the Tar Valon Barracks where you issue the mercenary mob for Masters but I am going to assume its the same coded room for all clans. Basically, the room itself is out of the Zone. Once inside the room, you cannot be located or seen on where from others in the attached zone. See log below - obviously you can see Curtis due to bond.
* HP:Healthy SP:Bursting MV:Strong >
Earth Avenue
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A city lamplighter stands nearby, attending his duties.
* HP:Healthy SP:Bursting MV:Strong >
A worker has arrived from the north.
A city lamplighter leaves west.
* HP:Healthy SP:Bursting MV:Strong >
Serpent Street
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
* HP:Healthy SP:Bursting MV:Strong >
Tar Valon Barracks
[ obvious exits: S ]
The barracks keeper performs his duties here.
* HP:Healthy SP:Bursting MV:Strong >
Serpent Street
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
* HP:Healthy SP:Bursting MV:Strong >
Players in your Zone
--------------------
Divina - Serpent Street
Curtis - A Rocky Niche
* HP:Healthy SP:Bursting MV:Strong >
Tar Valon Barracks
[ obvious exits: S ]
The barracks keeper performs his duties here.
* HP:Healthy SP:Bursting MV:Strong > Players in your Zone
--------------------
Divina - Tar Valon Barracks
Curtis - A Rocky Niche
* HP:Healthy SP:Bursting MV:Strong >
Serpent Street
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
* HP:Healthy SP:Bursting MV:Strong >
You feel the flows of saidar coursing
through your body.
* HP:Healthy SP:Bursting MV:Strong >
You begin to weave the appropriate flows...
- = + * * + = - - = + *
Ok.
Curtis - [pidolpuavastnul] - somewhere far west of here.
* HP:Healthy SP:Full MV:Strong >
Tar Valon Barracks
[ obvious exits: S ]
The barracks keeper performs his duties here.
* HP:Healthy SP:Full MV:Strong >
You begin to weave the appropriate flows...
- = + *
* Cancelled.
Who do you want to ask something.. and what??
* HP:Healthy SP:Full MV:Strong >
Players in your Zone
--------------------
Divina - Tar Valon Barracks
Curtis - Top of the Cliff
* HP:Healthy SP:Full MV:Strong >
You begin to weave the appropriate flows...
- = + * * + = - - = + *
Ok.
Nobody around by that name.
* HP:Healthy SP:Strong MV:Strong >
Serpent Street
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
* HP:Healthy SP:Strong MV:Strong >
You begin to weave the appropriate flows...
- = + * * + = - - = + *
Ok.
Nobody around by that name.
* HP:Healthy SP:Strong MV:Strong >
The night has begun.
Players in your Zone
--------------------
Divina - Serpent Street
Curtis - A Tunnel
* HP:Healthy SP:Strong MV:Full >
Earth Avenue
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A worker busily earns a day's pay.
* HP:Healthy SP:Strong MV:Strong >
Players in your Zone
--------------------
Divina - Earth Avenue
Curtis - A Small Cavern
* HP:Healthy SP:Strong MV:Strong >
Serpent Street
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
* HP:Healthy SP:Strong MV:Strong >
Arglebargle, glop-glyf!?!
* HP:Healthy SP:Strong MV:Strong >
You begin to weave the appropriate flows...
- = + * * + = - - = + *
Ok.
Danelle Sedai - [astbokmeymeyuli] - somewhere around here.
* HP:Healthy SP:Strong MV:Strong >
Tar Valon Barracks
[ obvious exits: S ]
The barracks keeper performs his duties here.
* HP:Healthy SP:Strong MV:Strong >
You begin to weave the appropriate flows...
- = + * * + = - - = + *
Ok.
Nobody around by that name.
* HP:Healthy SP:Strong MV:Strong >
You begin to weave the appropriate flows...
- = + * * + = - - = + *
Ok.
Nobody around by that name.
* HP:Healthy SP:Good MV:Strong >
Serpent Street
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
* HP:Healthy SP:Good MV:Strong >
You begin to weave the appropriate flows...
- = + * * + = - - = + *
Ok.
Divina - [hrtastnalthgnul] - somewhere around here.
* HP:Healthy SP:Good MV:Strong >
Curtis narrates 'anyone want to spar me and rhys at same time/>'
* HP:Healthy SP:Good MV:Strong >
You begin to weave the appropriate flows...
- = + * * + = - - = + *
Ok.
Danelle Sedai - [sdequlnsevxzzfe] - somewhere around here.
* HP:Healthy SP:Good MV:Full >
Players in your Zone
--------------------
Reyne - Tower Square
Synthia - Merchant Square
Divina - Serpent Street
Curtis - A Cavernous Hall
* HP:Healthy SP:Good MV:Full >
You begin to weave the appropriate flows...
Rafi narrates 'aka who wants to die in one bash'
- = + * * + = - - = + *
Ok.
Nobody around by that name.
* HP:Healthy SP:Fading MV:Full >
Tar Valon Barracks
[ obvious exits: S ]
The barracks keeper performs his duties here.
* HP:Healthy SP:Fading MV:Full > Players in your Zone
--------------------
Divina - Tar Valon Barracks
Curtis - A Cavernous Hall
* HP:Healthy SP:Fading MV:Full >
Serpent Street
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
* HP:Healthy SP:Fading MV:Full > Players in your Zone
--------------------
Divina - Serpent Street
Reyne - Tower Square
Curtis - A Cavernous Hall
* HP:Healthy SP:Fading MV:Full >
Tar Valon Barracks
[ obvious exits: S ]
The barracks keeper performs his duties here.
* HP:Healthy SP:Fading MV:Full > Players in your Zone
--------------------
Divina - Tar Valon Barracks
Curtis - A Cavernous Hall
One can see how this could easily be abused by Invaders and Enemies on all sides of the Wheel.