These are the incomplete release notes for the MM HUD.

9-7-2022 v2.5.0 (The Potions Update)

  • The potions roll will no longer function in the main HUD on its own
  • A HUD that will automatically attach via the experience when selecting “rez” on a cauldron in the HUD inventory has been added
  • 78 new potions have been added as inventory items (x3, poor/good/excellent quality)
  • 135 ingredients have been added to be collected or purchased
  • Vendors have been updated to include new items
  • 52 new types of flora/fauna have been added to the world
    • Rolling “identify” successfully, clicking them, and then rolling “care” near these objects will grant the player potion ingredients
    • Many of these are seasonal and only available at certain times of the year
  • Potion recipes must now be learned before they can be brewed
    • Note that potions do not use “experience” or “mastery” 
  • A new storage box for potions has been added for purchase with HUD money
    • Holds up to 12 potions
    • May be locked/unlocked (ooc, does not react to spells) 
    • Anyone can take potions from it when unlocked

Main HUD

  • API was updated to detect if a player is OOC or not 
  • API was updated to allow “identify” rolls to be detected by objects
  • HUD inventory item stacks are now capped per-item
  • A fix was implemented in which when trading inventory items and the recipient could hold no more of that item, the sender would receive a message stating “the item was sent back” however the item had disappeared from the sender’s inventory 
  • A fix was implemented to prevent the fitness stat from copying between characters on the same HUD
    • Maybe it’ll work maybe it won’t, who knows, life’s an adventure v_v
    • Note that this will NOT prevent the fitness stat from being overwritten if you attach a HUD that hasn’t been worn in a long time. There is likely no way to prevent that so please be careful and only keep one copy of the HUD. 


  • Spell journal has been updated to include potions
  • Spell journal has been updated with new graphic

2.5.0 Credits

Lead Project Manager/Lead Technical/RPD/Build/Audio

Valent1ne Apogee

Project Management/Lead Build/Lead Nag/Potion Recipes

Saffron Foxclaw

Project Management/RPD/Potion Recipes/Ingredient Lists/How To Guide

Persephone Atheria

Build/Prototype UI

Marina Tiepolo

Potion Recipes/Ingredient Lists/ Wiki Pages


Potion Recipes



Jericho Rothenberg

Aloy Osiris

Many Roleplayers Credited in Various Quotes

Potion HUD UI/Spell Journal Graphics

Jack Nimble

Potion Ingredient Mesh
Dawn Rothenberg

Aryiana Novelli

Alison Bailes

Alasdair Blackwood


Isla Gealach

Jamie Noel Koslarevic

Jack Nimble

Wiki Book Titles

Jericho Rothenberg

Foster Cobris

Alasdair Blackwood

Potion Book Cover Art

Jericho Rothenberg

Beta Testers

Alison Bailes

Jericho Rothenberg

Jamie Noel Koslarevic

Noma Nyx

Persephone Atheria

Alasdair Blackwood


21-10-2021 v2.4.4

Spell mastery for students will now cap at “adept”

  • Mastery rules otherwise remain the same – adept equates to roughly 99.9% base chance at successfully casting the spell
  • You do not need to update your spell journal
  • Students will continue to gain experience toward mastery once they have reached adept but will not see it reflected until they graduate.
  • No XP has been lost as a result of this update.
  • This was done to rebalance students vs adults. Students are more often than not more oocly practiced than adults, which was leading to situations where students could easily overpower adults. By capping students at “adept”, a well practiced student should be evenly matched with an adult who has not practiced at all. This will also ensure that characters have room to progress in spells beyond Hogwarts.

Added “melee attack” to dodge button

  • Requires selection of a target
  • Affects needs same as dodge
  • May not work on NPCs such as the DMLE “MUCK’s”; we are currently evaluating


  • No longer requires a target, allowing a character to hide from individuals, groups, or even NPC’s
  • Math has been reworked to favour younger people
  • Added the ability for a bonus to be given to stealth on the back-end
    • Generally reserved for characters who have gone through professional stealth training (ie. Auror or Hit Wix training)
      • This refers to actual RP, not part of a backstory or offscreen 
    • Will be granted at RPD or admin discretion
  • General RP etiquette for stealth is now that if you are attempting to hide from an individual or a group, you must roll stealth before each post to remain hidden. Stealth must also make sense in the context of RP, for example if you are running through the corridor banging cymbals, a successful stealth roll would not be valid. 

Added groundwork for potions update

  • Added the ability for spell/potion effects to grant “buffs” or “debuffs” 
    • buffs/debuffs may stack, up to a point
    • An example would be the disillusionment charm granting a bonus to stealth chance
    • Effects have not been fully implemented, it will be a continuous work in progress especially as we add potions

As always, rebalancing is a continuous process and there will continue to be changes to ensure fairness and a system that makes sense in the context of RP. 

14-9-2021 v2.4.3

  • You will no longer be able to give/trade/purchase if it would cause your character to carry more than 10 of that particular item. 
    • Certain items such as water and other perishables will be removed from the HUD inventory if you are carrying more than 10 (perishables perished, it went in the bin). Others will remain at the amount purchased if they are over 10, but you will not be able to purchase more until that stack of items is below 10. 
    • This update will require a change to *all* the vendor scripts, so if a vendor script is not working please report it at
  • When you click “dodge” there is now also a “flee” option. 
    • Functionally it is the same as dodge with different wording, except that if you’re attacked with a targeted spell you can’t use flee to evade it, you must use dodge first and then flee as your “attack” to try to get away
    • Fleeing does not increase your fitness stat or affect your needs
    • See rules regarding use of the “flee” function here
  • The HUD will now announce in local chat if your health is at 0

27-10-2020 v2.4.2

More bugfixes for targeted spells

  • Fixed an issue with players being untargetable
  • Fixed issue with the “choose a target” menu repeatedly popping up if you did not pick someone. Players should be able to click “ignore” on the dialog now
  • Increased the defence timer to 5 minutes to choose whether to defend or not, and 5 minutes to roll a spell/dodge to defend with

25-10-2020 v2.4.1

Bugfixes around the HUD API and addressing issues with being stuck in an “untargetable” state. More fixes will likely be coming soon as we work out the kinks with the targeted spells system.

16-10-2020 v2.4.0

  • Removed the dueling process
  • Added targeted spells
    • Many spells will now present players with the option to choose a target after successfully casting
    • Once a target is chosen, the player posts their RP and a dialog is sent to the target with the option to defend or accept the hit
    • If a player has a pending dialog for defence they may not be targeted for another attack until the defence is resolved
    • Added an option to the HUD to toggle target dialog
  • Added spell effects
    • Some targeted spells affect health, needs, have a visual effect, or some combination of all


  • Spell Journal updated to v1.2
  • Wording of “Apprentice” has been changed to “Advanced” 
  • The base success rate (before buffs/debuffs are applied) now goes from 0-100% between the Beginner and Advanced level, so at the “Advanced” level upwards you have a base 100% chance of succeeding at casting that spell. 
  • Mastery that you get for “free” is capped at Adept, and everyone will need to practice to go the rest of the way to Master 
  • If you’ve practiced a spell, this effort has not been lost.
  • Power level is now reflected in your casting
    • “Resounding success” has been replaced with new wording based on the spell’s power level
    • The levels are: (none)->strong->potent->impressive->remarkable
    • Example: 
      • [19:54] MM – HUD v2.3.1 BETA: Valyria Rask cast Inanimatus Conjurus!
      • [19:54] MM – HUD v2.3.1 BETA: Valyria Rask cast a remarkable Inanimatus Conjurus!

Other changes

  • You are no longer able to brew potions if your wand has been confiscated
  • Optimisations to the Spell Journal

25-9-2020: v2.3.1

  • Made a change to the way “house” works for students that will allow values to be set other than the 4 Hogwarts houses. This is how other schools will be set for the Triwizard Tournament.
  • Needs no longer output text in local chat when they are low. The heart icon on the HUD will still flash red, however.
  • TPing offsim no longer automatically sets a player to OOC. This fixes an issue with attaching the HUD offsim and not being able to use any of the buttons.
  • Various other bugfixes

28-6-2020: v2.3.0:


In order to cast spells, you must first own a wand. Wands can be purchased at a wand shop.

  • There is a hefty discount for your first time wand purchase. If you decide to purchase a new wand after that, you will pay the full price. Note: “First time” refers to first time purchase for the HUD. If your character previously had a wand and is on their second wand, you still get the discount.
  • Each wand is unique and each wood and core have their own pros and cons. Some woods may be more suited to charms, while others may prefer the dark arts, or transfiguration. Be sure to read up on your wand wood/core before making a decision (wiki/WizardingWorld/etc) 
  • The more you use your wand, the deeper your bond with it will grow, and the more likely it will do your will, and perform great magic. 


In order to cast a specific spell or transfiguration, it must first be learned. Spells may be found in books, which may be found in the library, bookstores, or presented by professors in class. However, books get lost, and you may find a stray hidden here or there. In the future, quests and other items may teach spells as  well.

  • All wixen should purchase the Spell Journal from one of the various bookstores. 
    • Upon picking it up and opening it, you will automatically learn a number of spells that have been taught up to your year. 
    • The journal will show which spells you have learned so far. 
  • There are varying degrees to which you know a spell. 
  • Your mastery of a spell is partially decided by your skill level vs the level of the spell, however: 
    • You can increase your knowledge of a spell by casting and then posting RP
    • You can gain spell experience up to 5 times a day per spell 
    • RP must be of a decent length and not copied/pasted over and over
    • Academics no longer affects spell success, but rather affects the speed at which you learn spells. The higher your academics vs the spell level, the faster you learn the spell. 
  • You cannot learn spells above your skill level.       
  • Adults need to practice too! While you may have already mastered the majority of the spells from your Hogwarts days, adult level spells will still need to be learned and practiced. Adults (and gifted) learn twice as fast as students. 
  • Spells now have a power level which is determined by a variety of factors from your knowledge of the spell, to your wand (especially the core), and your bond with your wand. Nonverbal spells are also not quite as powerful.  
  • A spell’s power level is a determining factor in dueling, but some items may use your spell’s power level as well. For example, if a professor locks a door with colloportus, only someone with a powerful enough alohomora will be able to unlock it. 


  • Added more API functions
    • Added roll values to the API output
    • Added the ability for a script to “ping” the badge and get basic char info
  • Changed herb/comc to give the option to care without identifying first
  • Added the ability for ALO to add titler alts
  • Other minor bug fixes


  • Added API functions for HUD → Object communication
  • Added functionality that will fix the relays used during the sorting ceremony
  • Professors: Removed subject selection when manually adding skill points
  • Other minor bug fixes


  • Dodge math has been rebalanced
  • Professors: Changed verbiage when updating House Points


  • Fixed a bug with the weekly fitness depletion.


  • Fixed OOC-toggling when leaving MM sims.


  • Every complete week without logging in depletes 5% of the fitness gauge.
  • Going to non-MM sims toggles OOC.
  • It is now possible to use chat commands to activate the cast bar.


  • Fixed an oversight in the point spread, students can no longer get Academics beyond level 35.


  • Fixed a bug that would cause illnesses to pause progression while the HUD was in OOC mode.


  • Reduced probability and range of contagious disease infection.
  • Fixed a bug with the time progression of diseases that evolve with time.


  • Fixed a bug with diseases that evolve with time.


  • Duelling now also shows results above the characters’ heads.
  • Skill point spread changed.


  • Migrated to the new database.
  • Diseases and maladies implemented.
  • Contagious diseases implemented.
  • “Get Hurt” function implemented.
  • “Strike” function implemented.
  • Quidditch v2 released.
  • Fitness affects dodging and Quidditch.
  • People can no longer set how many skill points they request; they request by category.
  • General bug fixes.


  • Duelling implemented.
  • Stealth mode implemented.
  • Fitness implemented.
  • Fitness no longer hidden stat.
  • Change in rolling difficulty.
  • General bug fixes.


  • First stable release.
  • Inventory now infinite.
  • General bug fixes.