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
Game Update – Sept 11th 2016 September 11, 2016 Game updates made on 11th September 2016: Double experience from someone doing superhero loud is now 15 minutes rather than 10 minutes. There is no longer a minimum level 15 requirement to join a clan. The original reason for this many years ago was to stop “casual alts” from stacking… Read More
Mastery redo, combat skill enhancements, other. August 11, 2011 Some other changes made in today’s reboot. The most important are the redo for masteries and the skills modified to continue unused hits on the next target. Skills converted to that subsequent hits roll over to the next target: Hammer, Sweep, Spiral, Circle, Bodycheck, Headbutt, Kick, Flay, Lash, Warcry, Bash… Read More
Ranged Combat – Archery Skill September 16, 2012 Ranged Combat – Archery Archery is the first skill to use ranged combat on Aardwolf. The full details on each of the commands are below. We are very excited about the possibilities with this, including traps, bombs, spells that damage across multiple rooms, etc. But for now, let’s get this… Read More