Release Notes pertaining to next game code update:
Racial Rebalancing:
* Humans, as the dominant race, shall receive extra coins on game entrance. This pertains to all free humans with a hometown in a major city such as Allanak or Tuluk. This will not apply to Luir's Outpost humans, tribal humans, or those in the 'rinth.
* Dwarves, as a former slave race, now receive an extra point or two of endurance or extra skill points depending on birthplace. Southern dwarves receive endurance, northern dwarves receive extra points to woodworking and stonecrafting. In order to keep dwarves in line with racial requirements, they will now receive stat decreases if they do not implement the kill or rescue commands at a minimum of every thirty RL minutes.
* City elves, as a current downtrodden race, are going to start with half of whatever starting coins they would have normally rolled, but will receive 4 free throwing knives, a knifebelt, footpads, and 1 stolen good from a noble house. Additionally, if their hunger level ever reaches full they will gain the lethargic effect, slowing reflexes and movement speed.
* Desert elves, as a wild race, will now lose 50% of their current movement points if they pass through a room with the words "Gates" in the room name. If they enter a room and then immediately go back the same direction, this effect will not apply.
* Muls, when they rage, will default to the least armored target in the room as their primary target. Additionally, they will no longer have a hit point meter available via prompt, infobar, or even use of 'score' command while in a rage.
* Half-giants can now pick up a 'corpse' item and use it as a two handed bludgeoning weapon. If they have a person in a 'subdued' state, they also count as carrying a shield, and all blows that would be blocked normally by a shield will apply instead to that subdued PC or NPC's hit points. This does not apply to VNPCs.