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Aardwolf MUD Blog

Aardwolf MUD News and Updates.

Aardwolf MUD Blog
Aardwolf MUD Blog

Aardwolf MUD News and Updates.

Sorceror Subclass, Nalondir Goal, Other Changes.

Lasher, June 3, 2013June 8, 2013

Evoker and Witch Guild merged into Sorceror:
The Witch class has merged into the Evoker class and the new combined subclass is now known as Sorceror. If you were a Witch or Evoker before the reboot you are now a Sorceror and have access to the combined subclass spells of both guilds. Any subclass change timer you had has also been removed so that if you would prefer a different mage subclass you can change. The combined subclass skills and spells of the Sorceror guild are:

   Power projection    Petrify            Hex of Entropy
   Spear of odin       Curse of Sloth     Hex of Misfortune

We are really making a push to flesh out the subclasses and make each one viable for leveling with but unique enough to add flavor. Lots more to come.


Other code changes in this update:

  • Some time ago ‘zombify’ was made no lag with a very small recovery. The intent was that you could alias zombify and cast necro together and it wouldn’t cost a round of combat. Tlamacazqui pointed out that it really does still cost a round of combat waiting to see if Zombify way successful.

    The way Necrocide works has been changed. If the target is not undead a weaker version of Necrocide will be used. This ‘weaker version’ is roughly equivalent to immolate and does not target the mob’s lowest resistance.

    Fun fact – with 600s in stats a Necrocide against a mob that *is* undead but does not have any vulnerabilities is about 15-20% higher damage than immolate. On the right targets this difference would be higher because of vulnerabilities.

  • Made the same change to Blast Undead and Strike Undead, the Necromancer lower level versions of Necrocide.
  • There is no web or curse of sloth check on the Navigator ‘Homecoming’ ability.
  • The elemental ward spell is now on its own recovery and can be cast alongside one of the elemental focus spells.
  • I found a few paths through the code where web would be checked multiple times. For example, flee would check for web then the movement attemptitself would check again.
  • When web was a simple on/off flag this didn’t matter at all but now it is a percentage check this needs to be a little more refined.
  • Blockexit against mobs should be working ok now.
  • Showskill will show ‘N/A’ rather than ‘IMM’ when you can’t gain the ability at all. It will also just 201 instead of ‘SH’ for a skill/spell you don’t gain until level 201.
  • The syntax ‘campaign today’ is a quick way to get the number of campaigns completed today while on a campaign already.

New Goal – Wood Elves of Nalondir

Despite finding a new home in Aylor begging for coins and subsisting on nothing but blueberry danishes, the halflings have found a new purpose to call their own.

Packing their bags with their meager possessions, they load their well worn carts and slowly travel out of the eastern gate to greener pastures, the secret land of the Wood Elves.

As they head out to a new life, many seem upbeat, a sight that has not been seen since the Shire was free of the hordes of vermin that now plague the fields and forests.

Several pass by, singing praises to their new hosts, the Wood Elves. Said to be recluse and evasive, many of the halflings are puzzled as to why theWood Elves would extend such an offer.

Rumours are as common to halflings as booze and good times. And this whole business of moving has generated many of them.

Some say that the wood elves are only inviting the halflings to aid them in the war against the orcs. A battle in which they are losing. It’s said the halflings are going to be brought in as tradespeople, working as tailors, carpenters and even metalworkers.

Most halflings however are quick to discount the rumour and embrace their seemingly good fortune. It’s no wonder either, not many would like to see a downside to a good situation.

So, all in all the halflings are set. They’re going to liberate some elven money from very deep pockets, be able to drink themselves silly after a hard day’s work, not to mention being able to work in close proximity of elven homes that don’t have doors or locks.

Life is good for the halflings.

However, the Elvish King has lost his Royal Staff. It has been passed down from the kings of old, and is the ultimate symbol of authority in the land. The staff is priceless and irreplaceable, and the king is asking all adventurers for help. Can you help him find the staff before the peace between the two races is threatened?

Level Range         : 5 to 30
Goal Difficulty     : Medium
Goal Recommended at : Level 15
Goal Converter      : Wittle
Area Author         : Rundvelt
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