New wishes: spellup3 and scholar. Other changes/fixes. Lasher, December 10, 2010 Several other changes went live in today’s reboot, including new wishes: There is a new ‘spellup3‘ wish that has two main affects: Halves the lag on “spellup” skills, when not used in combat. This applies to both success and failure. Halves again the lag on failed casts of spells. You have to have the spellup2 wish before you can buy spellup3. There is a new ‘scholar‘ wish that allows you to practice skills to 85% instead of 75%. There is a ‘potential costs’ option that will show you cost and accumulative cost from 0 through 450. Not adding ‘pot costs ‘ because the time is better spent elsewhere. Have changed the way ‘wear’ (and hold) work when trying to wear or hold a portal/shield. No change to ‘wear all’, but if you specify the exact item using ‘wear portal’ and ‘wear shield’ then a dual wielded weapon @Rwill@w be removed and replaced. Note this applies with portals only if you don’t already have the portal wish. The ‘Zombify’ spell will now give a different message when it fails because the mob is immune to shadow damage type. The duration of the ‘fireproof’ flag cast on objects is now fixed rather than random. There is a new ‘repop’ tag option – now GMCP, just plain old text tags. It has no closing tag, just a 1 line {repop} prefix. It can also be toggled using telnet option 21 (help telopts) for anyone still using that. New who option ‘who consented’ will show people that have given you permission to loot their corpse. Mostly useful for helpers/advisors and people doing CRs. Bug Fixes in this update: Group accept will now work regardless of visibility. You’ll still see “someone” in the message, but will be part of the group. The 25 character limit on group names no longer includes color codes. GMCP will now send ‘worth’ after selling an item back to the store. Recon will no longer fail when it is at 100%. Frenzy and Berserk will now update GMCP Stats. Replacing a weapon with only hr/dr will also do the same. The ‘Cobra Bane’ skill was doing energy damage type instead of poison. Now fixed. MUD News
New Abilities in Inquisitor, Archer and Necromancer classes. February 15, 2010February 15, 2010 Necromancer Spell – Summon Death: By calling upon the powerful forces of shadow, a skilled Necromancer is able to summon all dead creatures in an area back to life, but in undead form. Because the creatures return as undead, existing Necromancer spells to enhance combat against undead foe can be… Read More
Shoplifting Bandit skill, Necrotic Touch Venomist Skill, Other Changes. June 24, 2011 Necrotic Touch – New Venomist Skill: Highly trained venomists can learn the dark art of necrotic poisons. These poisons spread require only light contact with the skin to infect a victim. Necrotic Poison will gradually eat away at the victims cell structure, making them more vulnerable to physical attacks and… Read More
New Subclass Abilities for Martyr, Enchanter and Oracle. January 15, 2010 Martyr Spell – Serenity A martyr is able to create an aura of serenity around their entire group for a short period of time. This aura is so calming that an enraged attacker will find their anger is ineffective against the target. This spell will not affect berserkers in the… Read More