New: Oracle, Necromancer, Evoker, Hunter, Navigator subclass abilities. Lasher, August 10, 2008 Subclass skills and spells The subclass project is now moving again. The first group to come in is below. The amount of new abilities each reboot will depend on time available and complexity of individual skills/spells, but you shouldsee steady progress now. Also, don’t assume a group of abilities coming in for a class mean it is considered done. Note: Very abbreviated descriptions. For full information see the helpfiles on individual skills/spells. Navigator: The spell ‘beacon of homecoming‘ creates a beacon in the room that a navigator can return to by casting the ‘homecoming‘ spell. The homecoming spell itself can be used from a norecall room but NOT a prison room. So, you can use a beacon to port into a prison room but not out of one. When a navigator uses homecoming, group members in the room are also transported. This is useful for groups, but also means you should take care when grouping with a navigator as you can never be sure where they will port you to. The spell ‘beacon of light‘ creates a beacon in the room that allows a navigator to find a path to from anywhere in the same area. The path has to be huntable, but otherwise works just like ‘find’. The skill ‘navigate‘ is used by navigators to find the path to their beacon in an area. The syntax is ‘navigate beacon‘. Although this is the only use for navigate right now I may add other things to it later on, so might as well get people used to using the full syntax from the start. The command ‘beacons‘ will show a navigator where their beacons are and the time remaining. There is no recovery on homecoming/navigate, only on actually creating the beacons. Beacons also do not save so quitting / reboots will remove them. Hunter: The hunter subclass has the ability ‘pathfind pet‘. If their pet is in the area, and a path can be reached via hunt, it will be shown. Necromancer: Necromancy is a tricky business, the dead don’t always want to be brought back and often attack their would be master. Over the years a successful necromancer will become well practiced in dispatching the undead back to wherever dead things go. Necromancer has a new attack spell called ‘necrocide‘. This spell is can only be used to harm a mob flagged undead or a vampire, but when used the damage type will always be whatever the target is the most vulnerable to. This not only increases damage, but means the chance of the spell being “saved” is also lower. Necromancer has a new spell called ‘Detect Undead‘. When this spell is up, undead will show in the room with either (U) or (Undead) depending on your flag settings. Evoker: Odins Spear – basically immolate with lightning type damage. Not *all* subclass abilities need to be complex. Oracle: The spell ‘Eye of passage‘ will show which key opens a locked door. It only works on locked doors – even if an open door is usually locked. It does not work in clanhalls and you must be at least the level of the low end of the area range for it to work. The spell ‘Eye of discovery‘ can be cast on self or another target and will display a random unexplored room. It has a 30 minute recovery that is reduced a little by wisdom. There was debate on whether to put these live at all yet. They are hardly going to incite everyone to rush to Oracle, but that doesn’t mean useful little additions can’t be added along the way. Announce Board aardwolfEvokerfree mudHunterMudNavigatorNecromancerOraclePathfinder
Aardwolf MUD Update – Jan 16th 2009 January 18, 2009 New Area and Goal – The Fire Swamp: Through a deadly valley pass between two cliffs lies the even deadlier Fire Swamp. The swamp itself is home to amazing creatures as well as many perils. How the swamp got its name is not so surprising, but the everlasting war between… Read More
Thief Class Changes – Aardwolf MUD – September 25th. September 26, 2008 This reboot brings in the long anticipated Thief class (bandit, assassin, venomist, ninja) changes. Test port feedback on these ranges from “OMG Major Nerf!” to “Long overdue” to “Not much of a nerf at all” to “The classes make much more sense now”. You will notice that the very first… Read More
Quest / Goal system upgrade, more new areas and goals. July 27, 2008 We had a full reboot this evening. The main reason for the reboot was some extensive upgrading done to the goal system. The new ‘tasklog’ system gets the goal interface overall close to where it needs to be. Time to move on and start subclasses again. In the meantime, the… Read More