Race Rewrite – Individual Race Changes Lasher, June 22, 2024 Centaur: Centaur is designed to be a decent all-round race with no negatives and has the following bonuses: 3% bonus to weapon, skill and spell attack. 3% physical and magic resistance, except: 15% electric resistance, 15% disease vulnerability. 10% moves bonus. Kick has no lag but has a small recovery. Kick damage is higher over level 100 and kick has a chance to stun. 10% more damage dealt in forest, field or hills type sectors. Dark Elf: Slightly solo leaning race that is more powerful in the dark. Very similar to what is already live with a few extra perks and some resistance changes. Still has the permanent night vision, detect hidden and detect magic. Regenerates 50% faster in rooms with natural darkness. Natural darkness means that the room would be dark if there were no player lights or items such as campfires in the room. Does 10% more damage in rooms with natural Darkness. Remember that outside rooms (unless flagged otherwise) are dark at night. Because of the difference between a ‘naturally dark room lit by objects’ and an actually dark room, you might see (*) in the room even if the room is not actually dark. This is ok, the purpose of the flag is to show you when the Drow bonus is active. Diva: The healer/support class with a slight bonus to spellcasting. Better resistance in nature sectors (fields, forest, etc). Full stats in raceinfo, highlights are: Slight bonus to group EXP. 25% more hp and moves restored from spells, 25% more mana from black lotus. 10% more resistance in nature sectors. Dwarf: Dwarf settings have changed from what was previously live for testing the mechanics of the new races but they are still very much phsyical combat focused. List of perks for Dwarves are: Bonus on weapon damage and stats on tempering. Reduced damage received penalty on Berserk. Night vision. The tempering average damage added to the weapon bonus will always be higher than before. For ores that add other stats, the random range is higher overall but it is still possible to roll lower values. Eldar: Based on mana efficiency and spellcasting. Check raceinfo for full stats, main perks are: Bonuses to spell attack, group exp, magic resistance and mana. Penalties to physical stats. Lore – it has changed slightly, shows the full info as if you have identify wish. Most spells cost 25% less mana to cost. Elf: Not much to say about elf. I think it’s identical to what is already live, or very close – group exp is a little higher I think that’s about it. I did keep the extreme mana regen but still not convinced about that longer term, we’ll see how it goes. Gargoyle: Gargoyle is the tank physical race replacing half-griffin. Gargoyles regen slowly and have a negative damage on skills and magic, but has 20% pysical resistance and 10% magic resistance. The only vulernability is acid. Because this is the race replacing half-griffon, it also has fly: 10% more damage in Air type sectors. Permanent Fly. Giant: Giant is similar to what is currently live but with the negatives and positives toned down a little to be more in line with what we are doing with other races: No longer gets fast healing. Gets a slight chance to stun with each attack. It’s a fairly low chance, just a slight perk, not race defining. The +10% skill attacks on Giant does not include backstab. This same restriction apples to Ogre and Troll and shows when you view raceinfo. Giants automatically have the blockexit skill which means you also have access to the blockexit config option which usually only appears when you have the skill. Note that this does not mean that blockexit works 100% of the time – stats and luck still play a part. It means that the skill acts as if you had it 100% practiced. Naga: Naga is the combination of Lizardman and Ratling. It is still the poison focused race and has some of the combined perks of both races. Detect Hidden. Can envenom weapons. When playing Venomist, bonus damage on envenom is higher for Naga. Deals 10% more damage against a poisoned enemy. Note: No longer has the forage ability. Ogre: Ogre is a new race and it is the basic ‘hits harder but takes more damage’ race. The idea is that they are permanently angry and in kind of a “berserker light”. We might do more with this later we’ll see how it goes. Ogres do 15% more weapon damage and 15% more skill damage plus a bonus to HP and moves regen, but they have a negative 25% physical and magical damage. Consider this one a little more ‘experimental’ than the others. Tigran: Tigran is a new feline race. Tigrans are loners and do better solo as they do not behave well in groups. Tigrans defining feature is the highest solo bonus exp rate of any race, and the highest group exp penalty. Tigran also has: An auto-attack racial skill that will bite or claw the target. There is a new ‘spamreduce noracial’ option if you want to turn off the messages for this. The hits are nododge which is something I’m not sure we want to keep but we’ll see how it goes. Permament sneak. Note the training costs – they are negatively imbalanced due to their other perks. Troll: Troll is this third mainly physical race and plays slightly differently based arond the natural regeneration. Their ability to heal via magic is limited but they have much faster regeneration. Trolls have a smaller bonus to each damage category but no penalty which might be OP with their regen. The +50% hp/mana and moves regen replaces the ‘regeneration’ affect so that it can stack with ring of regen and troll also has: When they are in any state except fighting, they will regenerate as if they are sleeping. Trolls also have a certain amount of continuous regen, not only on tick. It is lower when they are fighting, but not disabled completely. Trolls do 50% more damage with bash. The troll continuous regen is something I am considering experimental. It’s pretty cool to see your HP constantly increase every second but might be too much (or too little) on top of their higher tick regen. Wraith: Wraith is the Shadow race renamed and turned into a magic tank race to complement Gargoyle. It does lower damage but has 10% physical resistance and 20% magical resistance. Wraith is also considered undead (mobs included). Wraith has the following additional perks: Permanent pass door. Permament fly. Shadow form (sneak). Movement does not cost any moves. 10% more damage when dealing shadow damage type (includes weapons). That’s it for the races. The remaining 6 races (halfling, human, sprite, triton, vampire and wolfen) will get their upgrades in coming reboots as there is still a little work to do on those. MUD News
Gquest changes, keys, resistance changes, more. March 30, 2024 Gquest Ranges and other Changes: A few various changes in this reboot: The global quest ranges have been changed to the list below and it is now only possible to be in one group at a time: – Less than 25 wins. – 25 to 199 wins. – 200 wins… Read More
Psi class merge, new areas, new demoralize spell. April 4, 2014 Mindflayer / Empath Merge, New Spell, Other changes The Empath and Mindflayer subclasses have been merged into a single ‘Mentalist’ subclass that has the combined abilities of both classes. If you were in either of those you are now in the ‘Mentalist’ subclass and should have received a note explaining… Read More
An Auspicious Star’s Zenith area and new goal in Sanctity of Eternal Damnation. February 17, 2024 New Superhero Area – An Auspicious Star’s Zenith: Note: You can only enter this area if you have less than 25,000 powerups total. Innocent souls have been ensnared within this mystical realm by mischievous faeries. Trapped within the bodies of birds, their untapped potentials are being held captive by the… Read More