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ZEALOTRY Users: Critical Notice on Continued Use

Edit: Our new HTML5 client (Orchil) is now open for beta testing in The Eternal City and Grendel's Revenge. Feel free to try give it a whirl at

Edit: We have made great strides toward a new HTML5 client, which should offer a replacement to Zealotry. We're hoping to release that in the very near future, but in the meantime, using Pale Moon remains the best method for ensuring there is zero interruption to your game playing during the transition.

As of November 14, Mozilla will be auto-updating all copies of Mozilla Firefox to Mozilla 57, a new edition of their browser that will disable all legacy add-ons. This will probably include the majority of the plug-ins that you use on Mozilla, including the Skotos Zealotry plug-in.

This is a big problem for us because Zealotry is the most stable of our clients at this time, and the one that we believe is in the widest use. There's unfortunately no easy way to update it, because we'd have to rewrite it from practically scratch, using their new programming system.

There are tricks that you could use to to prevent Mozilla updates, but we don't particularly suggest them, as you want to have a clean, secure browser. Fortunately, there are two alternative browsers that will support Zealotry. Each of them branched off of an earlier version of Mozilla Firefox, and each of them continues to be updated for important security issues.

Pale Moon Browser

The Pale Moon browser is our suggested replacement. It is a totally separate browser that branched off of Firefox some years ago. It will continue to support the classic plug-ins.

To install it:
  • Install Pale Moon (Windows & UNIX only)
  • Install the Zealotry XPI on Pale Moon
  • Restart the Pale Moon Browser
  • Play on Pale Moon

The official version of Pale Moon only supports Windows and UNIX, but you can also get a slightly less official version of Pale Moon for the Mac. We've tested it out and it looks like it's clean and works correctly, but use your own level of caution in working with the Mac variant.

If You Have Errors

Some users are experiencing "Content Encoding Errors" when using Pale Moon and Zealotry. As best we can tell, this is due to an incompatibility between Windows 8.1, Pale Moon, and Plugins. If you have this problem (or any other), we suggest instead using Mozilla's extended-release version of Firefox, which branched at Firefox 52. It's expected to remain supported until at least June 28, 2018, by which time Mozilla is planning to jump their ESR to a post-plugin phase. This is therefore a short-term solution, but we expect to have full release of our New HTML5 client well before that.

To install it:
The Big Picture

Our larger-scale goal is to introduce a new client that will be usable on any browser and make our games generally more accessible. We've had a HTML5 client in process since last year, but are currently hitting roadblocks that make a deployment before November 14 problematic. We've also just started a second project, which would be more specifically focused as a Zealotry replacement, without worries about new bells or new whistles. Both of these possibilities are being done out-of-house, by Skotos players, but they're receiving our highest level of attention for whatever support they need, as this is all our top priority.

So, consider this a short-term fix, but in the meantime if you use Zealotry, please download one of the alternative browsers and test them out ASAP.
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Grendel's Revenge Free Accounts

On December 15th of 2012, Grendel's Revenge enabled free accounts for play. This announcement is following in the suit of TEC's own free account announcement, serving as a reminder to any new or returning players that are browsing the forums.

For all the details about what free accounts are, look no further than here:

In order to log into GR for free, simply visit this page to sign into your Skotos account (ignoring any subscription notices it may give):

Then click the following link for Zealotry/Firefox:

Or this link for Alice/Internet Explorer:

Problems? Questions? You can email the GR staff group at
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Important Updates

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  • Important Updates

    I am starting this thread, so we can provide easily accessible updates to the game that we believe should be announced. Not all changes will be posted here as some may be obvious or not important.

    It will also provide players who visit the boards less frequently, a place to visit and find out about the latest changes that they might be interested in. And if something does change that you believe should be posted here, file a @request and we'll look into adding it to this topic.

    Game Designer
    Worlds Apart Productions

  • #2
    Grunt Mastery

    Any monsters with Grunt Mastery should now be able to summon grunts (or warrior grunts) from anywhere at double the cost they would normally pay at their breeding pit.

    The command to do so is: summon <grunt> or <warrior>.

    Game Designer
    Worlds Apart Productions


    • #3
      Grunt Mastery

      Other Changes to Grunt Mastery:

      The number of grunts you can command per rank of grunt mastery has been decreased, you no longer get 1 per rank. However the ability now gives bonuses to the grunts' defense and offense, as well as their hit points.

      Game Designer
      Worlds Apart Productions


      • #4
        Task Master/ Spirit Shield

        Some changes have been made to a couple of special abilities.

        Task Masters increase the speed at which their grunts mine and build structures. This effect may not be noticeable until you put several ranks into the ability.

        Task masters also have access to a new command, reprimand. A task master can reprimand another monster's idle grunt and tell it to do other activities depending on the amount of time it has been idle (it starts as one real day). As a monster's ability increases in task master, it'll be able to command grunts that have been idle for less time.

        Monsters can no longer cast spirit shield on other monsters. It only affects the caster. This was done mainly to differentiate the skill from sphere of protection, and to provide the healer with defense bonuses while in battle.

        Game Designer
        Worlds Apart Productions


        • #5
          NPC AI updates

          [reposted from the general board]

          We've made some changes to the NPC AI today that should help to balance things out, removing some of the loopholes that some
          Chimera and wandering monsters have been taking advantage of.

          First, retreating has been modified so that the retreat is a separate action from moving to another location.

          Second, while wandering about, they will no longer attempt to enter water or climb steep inclines and fail. This means that they'll be somewhat smarter about escaping some of the common killing grounds in the game world (I hope!).

          Finally, some NPCs failed to attack flying monsters correctly. This has now been fixed. Beware when trying to take to the skies to avoid the wrath of the Uglies!

          Please do submit more bug reports so that we can continue to make the Uglies more challenging and engaging combatants.

          - Bruce
          Monsters! Monsters! Grendel's Revenge GameMaster


          • #6
            More Trap Changes

            The charges command now gives you more information about the trap you are viewing. Here's a summary of the information:

            Trap Type
            Trap Creator
            Trap Kills
            Trap Potency
            Charges Left
            Total number of times the trap has been triggered

            Note: None of this data has been recorded until recently, so all old traps will obviously not have the correct data.

            Trap Potency indicates the level of that particular trap based on who set the trap. The level is determined by the your rank in basic traps and attributes. Level mainly affects the difficulty to disarm, and the damage, and a few other things. However, when you improve your skills, your old traps do not improve, so you can now see the potency and whether it needs upgrading.

            Disarm and Detect is no longer its own special ability, as it didn't wind up being very fun as a single-minded activity. The abilities of disarming and detecting traps have now been combined with Basic Traps.

            Removing traps. You can now also remove your own traps with the disarm command without any fear of failing. However, to disarm any clanmate's trap requires that you search for it and disarm it correctly. You will not gain favor for the disarming of clan-mate or allied traps or for traps whose creators have deleted their character.

            Trap discharging also grants a few favor points, when someone triggers it. To determine the favor points awardee, the system chooses randomly from a weighted list of everyone who has set charges on the trap. This is not a retroactive change, so will only occur for future trap charging. The creator of the trap is chosen as the default FP awardee if no charges have been set on the trap.

            Game Designer
            Worlds Apart Productions


            • #7
              Item reclaimation

              Certain items which should never have been takable are being reclaimed. If you have one of these items, expect it to be removed from the game. Just wanted to give a fair warning to all.
              Monsters! Monsters! Grendel's Revenge GameMaster


              • #8
                New Mentor Abilities

                Better Mentor bonuses are now in effect!

                Mentors can now be multi-classed and the Mentor Special Ability is now available in the character generator.

                The Mentor/Newbie channel is now in place for use by Mentors and new monster characters. "mentor <message>" to use the Mentor channel.

                Newbies who are being Mentored get from 10-110% Favor Point bonuses for all activities they do while in the presence of their Mentor, and from 10-25% bonus while away from their Mentor. These bonuses depend on the rank of the Mentor.

                Mentors themselves get a bonus of 5% of all Favor Points gained by their Minions.

                Clan members who have Mentored monsters in them may now reincarnate to the location of any of their Mentored monsters by using the "reincarnate <monster name>" option.

                All resources looted by a Mentored monster get a 40% "tithing" bonus tacked on to them (meaning the clan hoard gets free loot!)

                Enjoy the new and improved Mentor system and get out there and Mentor those newling monstrosities!


                • #9
                  Death Penalty &amp; Well Structure

                  Greetings Revengers, we have a couple of new changes to the game that should spark your interest.

                  *Death Penalty*

                  The death penalty has been changed. All monsters level 20 and above will now suffer from a favor point loss. There is also a temporary attribute penalty that will lower your attributes by a percentage for a period of five minutes.

                  Another effect that the death penalty imposes, if you continually attack a player and/or clan, and one of those members kills you, the penalty will be increased by a large factor. This has been implemented to discourage wandering monsters from repeatedly attacking the same clan.

                  Of course, we will monitor the results of this change to see its impact on gameplay and make further changes if it doesn't take care of the issue.

                  *Structure: Well*

                  For all clans that have a wishing well, unholy fount, or natural spring in their lair (or for any builders that can build one), they can now use a command that will allow them to set that well as their respawn location.

                  Command: respawn -- Type this command at the location you would like to set as your new respawn location (note: it will not work if you are not at a Well). Respawn reset, will reset your respawn to the default location--either Grendel's Shrine or the entrance to your lair).

                  Game Designer
                  Worlds Apart Productions


                  • #10
                    Trapping and Storage Limits

                    We hope everyone is excited about our recent changes, here's another quick update about the lairs.

                    In the near future we plan to give clans the ability to put multiple traps in a single structure (the entrance, and empty rooms). So, in light of this information, there has been some small changes made to the charge command. If there is more than one trap at a location, it defaults to choosing the first trap on the object, you can also specify which trap by indicating the optional trap number. The charges command now gives information regarding the number associated with a trap.

                    The command now works like this: charge <here|item|direction> [trap number] <number of charges>, this should also make it a bit more consistent with setting traps and the charges commands.

                    There are now limits on the amount of resources you can store in a storage chamber. You can store up to 5,000 (as the default) of each resource type in a storage room. This limit will be upgradable by different types of structures depending on the resource type.

                    Note: If all your storage chambers are full, and you are mining resources, then those mined resources will be lost.

                    Game Designer
                    Worlds Apart Productions


                    • #11
                      Builders may now build dens for wandering monsters. These dens are single-room hideouts for the wanderers and let them hoard goodies.

                      A builder may build one with:

                      build den down

                      anywhere outdoors. Once the den has been built, the builder can either abandon it (causing it to get destroyed), or offer it to a wanderer. If the wanderer accepts, then the den belongs to the wanderer and they will be responsible for paying an upkeep cost.

                      Builders may also repair a den for a wanderer, in the event that it gets damaged. For the moment, dens may not be trapped.

                      - Bruce


                      • #12
                        There are now limits on how many minions you may have, as well as limits on the total grumble size.

                        They are largely based on authority and are larger for social monsters than for wanderers.

                        Please @report any problems that you see or potential balance problems.


                        - Bruce


                        • #13
                          Hello all,

                          Limitations are now in place that require that a monster be of a particular level before descending deeper into the lair. This serves both to protect the clan from new members who might go awry, as well as works in conjunction with some upcoming changes to ugly spawning that will make the uglies appropriate to the level of the lair upon which they've spawned.

                          To start with, anyone is granted access to the first level. Fifth level is required for access to the second level.

                          As usual, please file an @report for any problems that you're experiencing.

                          - Bruce


                          • #14
                            Hello all,

                            Races and roles no longer automatically grant abilities. This means that you have complete choice and freedom in deciding what actions you get, apart from tooth and nail and the ability to fly.

                            The abilities that used to come with the roles and races will now be available for purchase via karma at a discounted rate of 50%.

                            Also, dual-roled characters will pay an increasingly greater amount of karma for additional abilities.

                            - Bruce


                            • #15
                              When you attempt to command a grunt, it now looks for your own grunts first.

                              So, when there are 6 grunts somewhere that don't have names, and you'd like to command your own, you don't need to figure out which is yours. If you have multiple grunts in the location, then the usual 'command 2 grunt to XXX' will work as well.

                              This should eliminate a lot of confusion, especially around the shrine area.


                              - Bruce