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
New Subclass Abilities for Martyr, Enchanter and Oracle. January 15, 2010 Martyr Spell – Serenity A martyr is able to create an aura of serenity around their entire group for a short period of time. This aura is so calming that an enraged attacker will find their anger is ineffective against the target. This spell will not affect berserkers in the… Read More
New Goals in Kingdom of Ahner and Halls of the Damned. February 5, 2011 New Goal – Kingdom of Ahner: The Kingdom of Ahner has fallen; through deceit and treachery, King Ahner himself has been betrayed and, with his queen, cast down and imprisoned within the jails of the castle. The King’s army, known as the Oreh, have been forced out of the kingdom…. Read More
Classchange rewrite and instinct / mastery rebuilds July 15, 2023July 15, 2023 Classchange rewrite and instinct / mastery rebuilds: A lot of work and discussion is taking place behind the scenes to improve balance between the subclasses. As part of the changes that are coming, we want to make it much easier to change primary class, masteries and instinct to be able… Read More