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Aardwolf MUD News and Updates.

Aardwolf MUD Blog
Aardwolf MUD Blog

Aardwolf MUD News and Updates.

New: Oracle, Hunter, Crafter, Shaman and Avenger Abilities

Lasher, August 23, 2008August 23, 2008

Subclass skills and spells
Several new subclass abilities were added this week. Details below:
Necromancer:

The spells ‘Strike undead‘ and ‘Blast undead‘ are like lower level versions of necrocide – they will always target the mobs lowest resistance and only work against undead.

Avenger:

The Avenger class has a new spell called Righteous Anger‘. While affected by this spell, all damage done by an avenger against someone who has wronged them will be doubled. The spell can be cast while in combat.

Shaman:

Shaman has a new ability called ‘Gaias Focus‘ which allows the Shaman to fix the damage type done by Gaias Revenge to one of the four types that are usually randomly chosen. It cannot be cast while Gaias revenge itself is up, but otherwise there is no recovery on it. The 4 damtypes are air, earth, cold and water. Syntax: cast ‘gaias focus’

Not new spells, but the durations of Totem Force and Totem Guidance have been increased to the point that Shaman with high wis and con will have periods during which the two can overlap.

Crafter:

While all rangers have the ability to skin corpses to make their own armor, experienced crafters are able to study the construction of a previously skinned piece of armor and rearrange it. A crafter will usually find a way to improve any skinned item, regardless of other enchantments that may have been placed on it. Once a crafter has studied and rearranged a skinned item it cannot be improved further.

The skill ‘reskin‘ randomly rearranges the stats on a skinned item and adds a random stat. The real value of this is that it will work no matter what other enchants have been used. It sets the recharged flag on the item – was no point using up a flag when recharged will work just fine for this. You must be at least the level of the item to reskin it.

Hunter:

The hunter class has a new skill called ambush‘. To use this skill, type ‘ambush [target]’ – if a player or mob with the name [target] enters the room you will attempt to attack them. Abbreviations do not count, the full name or keyword must be used (on a mob with multiple keywords, only one full keyword is necessary). Normal attack restrictions apply so the attempt to attack them can fail for many reasons.

If the ranger moves while ambushing, the affect is removed. The ambush affect is also removed after an attempt on a target whether it is successful or not. You will notice that ‘affects’ shows the target of the ambush – this is the first affect of that type.

In terms of the target entering the room – ambush is checked when a character walks into a room, when a character arrives via a portal and when a mob resets. This does mean that you can attempt to ambush a mob that does not exist yet and will attack it upon repop.

If more than one character is attempting to ambush the same target in a room, the last one to walk into the room (regardless of order of ambush itself) goes first.

When a character is ambushed, they are incapacitated for a period of time based on their con and luck vs the ambushers con and luck, but a minimum of 5 seconds. A hunter cannot ambush another hunter – keep in mind that some mobs are hunters, and other mobs will _sometimes_ be hunters (if not assigned subclass is random at repop).

Oracle:

Oracle has a new spell called ‘Sense Danger‘ that has a change to show ambushes in an area. There is a chance to ‘save’ the spell. When the spell is saved, the Oracle will still sense danger of some kind, but will not be able to determine specifics. As other features are added to the game that fit in this spell they will be added, right now it just detects ambushes.

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