Free Classchange, Many spell changes, instinct additions. Lasher, June 25, 2013 Free Classchange: The free classchange flag has been reset on everyone. This will last until you either use it or retier. It does not stack with previous free class changes. Only exception is if you have never changed class before you will still have your initial free class change after using this. Your current QP cost for classchange will not be reset to max when using the free class change, it stays as it is. Class Changes / Spell Changes: Several changes this reboot that involve class balance and spell tweaks. The following spells have all been modified to continue to increase as stats do without damage caps, and now have a tier based bonus to damage: Teleport Behind, Lightning Bolt, Flame Arrow, Acid Blast, Cone of Cold, Flaming Sphere, Talon, Force Bolt, Shard of Ice, Scorch, Acid Wave, Balefire, Nova, Lighting Strike, Miasma, Air Skewer, Earthen Hammer, Acid Stream. It was easier to control / track these by doing a guild at once rather than by level so this finishes out the single target mage spells. These are really time consuming and boring and I wanted to get other stuff in this reboot so Psi and Cleric to follow, but soon. Balefire, Nova, Acid Stream and Lighting Strike work like normal spells now rather than trying to do multicasts of multicasts. Easier to ensure a steady progressive increase in damage through the spell levels this way. Will probably end up doing the same with the psi/cleric spells. Good news or bad news depending where you’re coming from – Scorpion Strike bonus has been decreased by around 10%. Scorpion Strike is now also available to the Venomist subclass. There was a bug in spiral causing instinct bonus to be added twice. This is now fixed and spiral instinct pretty much matches hammer instinct as intended. There is now a movement cost on backstab, based on level between 10 and 50 moves. It is now possible to gain instinct in Test of Faith and Gaias Revenge. In both cases instinct will increase damage per hit but has no impact on number of hits. The level at which Barbarians get their third “dual” unarmed hit has been lowered to level 157 (or lower based on tier) to be more inline with their regular third attack dual skill. The Vampiric Touch spell will now do damage regardless of whether or not the ‘energy drain’ part of it works. It has also been modified to have the damage increase at higher stats and has bonus per tier that is being added to all spells to make up for less benefit from higher level / damage weapon swings as a caster tier. The recovery timer on Necrotic Touch is now much much when used against a mob. The rate at which Necrotic eats away mob resists has also been increased to cover the above change. Recovery timer on Hex of Misfortune and Hex of Entropy will now be much lower when cast on a mob. Other Fixes: Fixed a bug with items that have no room desc still showing as a blank line. Originally reported because of the ‘hole’ in prosper. Renamed ‘Sorceror’ to ‘Sorcerer’. Apparently either can be technically correct but the second seems to be the most common usage. For some commands either will work but you might as well just get used to using ‘Sorcerer’. The numbers show in ‘wearable’ will now correctly match the wear positions reported by ‘Invmon’. The ‘cp today’ option should now check if the day has already rolled over before reporting stats. The diminishing returns on resists are steeper now for mobs than for players. This means that vulns and resists will have less impact for mobs. The previous issue with mob vuln being capped at -150 was never intended to come live and has been removed. MUD News
Aardwolf MUD Update – July 30th 2009 July 30, 2009 Four new goals seems to have become our standard, same in this update: New Goal and extension of Soulblade: The legendary Soulblade was broken and scattered through the sundered lands decades past. Many have sought the shards of the Soulblade, in hopes of harnessing its full power, but all have… Read More
Keyrings feature / Afterglow Area and Quest January 9, 2016 Keyring Feature: There is a new ‘keyring’ feature. This feature is intended only for convenience and organizing inventory. It will not allow you to save with keys or carry more items. Keys on your keyring are still considered inventory and will still go into your corpse if you die. There… Read More
Campaign change, Newbie channel update, other changes. March 26, 2010 Additional changes made to Aardwolf MUD in the 26th March 2010 reboot: When using ‘campaign check’ to see which targets you have left to kill, if no instances of that mob exist in the game it will show in red with. ‘Dead’ at the end of the area/room name. This… Read More