New Abilities in Inquisitor, Archer and Necromancer classes. Lasher, 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 used. Certain areas, such as the manor areas and other special areas, are immune to this spell. In order to summon death to an area, the Necromancer must also be at least the minimum level of that area. Due to the exhausting nature of this spell, it may only be cast once per full 24 hours of real life time spent on Aardwolf. However, this time can be reduced by training intelligence and wisdom. Archer Skill – Bow There is a new weapon skill ‘bow’. It should function the same as any other weapon skill, is covered by weaponmaster, etc. The main point of this is being able to wield a bow as a weapon so that when archery comes in you won’t have to constantly keep switching between a “real” weapon and a bow. Not having bow has its own weapon type would have also meant that bows would always be underpowered relative to other weapons. This way we can add a Bow of Aardwolf and any other weapon can be set to type ‘bow’. Inquisitor Skill – Flay: A skilled inquisitor is able to whip their victim so rapidly, and with such precision, that they are virtually flayed alive. The damage type inflicted is the damage type of the whip used. The number of attacks and strength of those attacks is determined primarily by the attacker’s constitution, and to a much lesser degree, dexterity. The ‘Flay’ skill has no lag time, but does have a short recovery time. No lag effectively means that it is “bonus damage” whenever it is available for use. Inquisitor Skill – Interrogate: The inquisitor is able to ‘persuade’ monsters to reveal information about themselves via interrogation. Targets that are immune to mental damage are immune to interrogation, otherwise success is based primarily on intelligence. You can only attempt to interrogate a target you can actually attack. The recovery timer is based on intelligence and constitution combined. Inquisitor Skill – Lash: More comfortable with a whip than any other weapon type, Inquisitors are able to “lash” out at their opponents for additional damage. The damage inflicted will be the damage type of the whip. Inquisitor Spell – Tortured Vision: By projection of haunting images of torture that temporarily drive the target insane, a skilled inquisitor is able to strike terror into their enemies without ever actually touching them. The effect of this tortured vision is that the victims intelligence will decrease steadily as the power of these visions increase. Duration (and therefore strength) of this affect is based on intelligence and constitution. The recovery time will always be 50% longer than the duration. MUD News
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
Nebulous Horizon area, Terra rewards increased, other changes. December 14, 2012 New Superhero Area – Nebulous Horizon: Intense magical energy destroys your sense of night and day as the warm glow of the sun heats your body yet no source of light exists in the sky. This is Nebulous Horizon – a former refuge for all creatures who put aside their… Read More
Invsort Command, Trivia Aura Changes May 5, 2012 A few changes that came in with the reboot today: Invsort Command: There is a new command called ‘invsort’ that lets you display you inventory list sorted in a number of ways. Just typing ‘invsort [sortby]’ will sort your main inventory. Typing ‘invsort [container] [sortby]’ will show items in a… Read More