Shaman and Guardian Update, Other Changes Lasher, November 11, 2023 Ranger and Guardian Changes: Gaias Focus changes: Can now be cast even if Gaias Revenge is already up. Removed damage types air and water, added energy. Full list of damage types is now Earth, Electric, Energy and Cold. Like Elemental Focus, this Will now remember the last damage type it was used with. – Gaias focus now casts when using in-game ‘spellup’. Gaias Revenge changes: Damage types use the same damage types as Gaias Focus. Base damage has been increased. Effect of instinct has also been increased. Totem Force and Totem Guidance no longer set a recovery so they can both be cast at the same time. For Shamans, Eruption has been replaced with Gaias Fury. This spell will use whatever damage type your Gaias Focus is set to. Any amount practiced or instinct that you had in Eruption has been moved to Gaias Fury. The base damage of both Eruption and Gaias Fury has been increased and so has the effect of instinct. They still don’t do as much damage as the top tier casts spells but Ranger total damage per round is in good shape now relative to other classes, especially with a Bear Totem up for Shamans. The delay on shoot when affected by Volley has been reduced which means you will get more shots in on average before the Volley expires. Changed the rounding of exp on Owl Totem so it round up in the same way that combat empathy and other exp bonuses do. Guardians can now wear a shield with both weapons. It might not seem like much but this is actually a fairly large buff when you add up the stats from the shield, access to shield block and damage reduction from wearing a shield while still having full melee. Other Changes Almost all normal attack skills can now be used with dtrack. The Paladin ‘Charge’ skill can now also be used with dtrack – in this case ’rounds’ doesn’t make much sense but damage per use may be useful. By ‘normal’ attack skills I mean the standard kind of skills where you use them against the mob you are fighting and they do some damage. There are still a few ‘special’ skill this does not work with. The base (not instinct) version of Humility was incorrectly nerfed a little last reboot and the full-instinct version was too high because of the rounding in the calculation to add instinct. It was only a few percent exp overall but noticeable for anyone tracking exp. It is back to normal now. If you already have 200 instinct you won’t notice much difference because the total bonus is around the same. The check to use whichever mastery is for elementalist spells was not working for Air Skewer – now fixed. The Knight skill ‘Charge’ now has instinct that increases damage – more instinct means more damage. MUD News
Tairayden Peninsula and The Blood Sanctum – New Areas March 18, 2012 New Area – Tairayden Peninsula: Imagine a lush rainforest, full of tropical animals and exotic plants, combined with a picturesque beach with white sand and crystal blue water. Welcome to Tairayden Peninsula. Whether you’re looking for a place to kick back, relax and enjoy the sunset, or venture into the… Read More
Subclass skill changes, Other updates. September 25, 2016 In addition to the stats saving across each remort, a number of other changes were added to the game today: When you superhero loud, you will now be given 200 additional trains. Channel history size for global channels such as gossip, auction, etc is now 200 lines, was previously 100…. Read More
New Channels, Resist bars redone, other changes. February 20, 2011 List of changes made to Aardwolf MUD on Feb 20th 2011: Game Enhancements: Shield Punch with 1000 weight shield would always daze the target regardless of stats. This has been changed and chances of a shield dazing is now partly based on victim con. The max effective weight that will… Read More