Race Rewrite – Individual Race Changes – Aardwolf MUD Blog (original) (raw)

Centaur is designed to be a decent all-round race with no negatives and has the following bonuses:


Slightly solo leaning race that is more powerful in the dark. Very similar to what is already live with a few extra perks and some resistance changes.

Remember that outside rooms (unless flagged otherwise) are dark at night. Because of the difference between a ‘naturally dark room lit by objects’ and an actually dark room, you might see (*) in the room even if the room is not actually dark. This is ok, the purpose of the flag is to show you when the Drow bonus is active.


The healer/support class with a slight bonus to spellcasting. Better resistance in nature sectors (fields, forest, etc). Full stats in raceinfo, highlights are:


Dwarf settings have changed from what was previously live for testing the mechanics of the new races but they are still very much phsyical combat focused. List of perks for Dwarves are:

The tempering average damage added to the weapon bonus will always be higher than before. For ores that add other stats, the random range is higher overall but it is still possible to roll lower values.


Based on mana efficiency and spellcasting. Check raceinfo for full stats, main perks are:


Not much to say about elf. I think it’s identical to what is already live, or very close – group exp is a little higher I think that’s about it. I did keep the extreme mana regen but still not convinced about that longer term, we’ll see how it goes.


Gargoyle is the tank physical race replacing half-griffin. Gargoyles regen slowly and have a negative damage on skills and magic, but has 20% pysical resistance and 10% magic resistance. The only vulernability is acid. Because this is the race replacing half-griffon, it also has fly:


Giant is similar to what is currently live but with the negatives and positives toned down a little to be more in line with what we are doing with other races:


Naga is the combination of Lizardman and Ratling. It is still the poison focused race and has some of the combined perks of both races.


Ogre is a new race and it is the basic ‘hits harder but takes more damage’ race. The idea is that they are permanently angry and in kind of a “berserker light”. We might do more with this later we’ll see how it goes. Ogres do 15% more weapon damage and 15% more skill damage plus a bonus to HP and moves regen, but they have a negative 25% physical and magical damage. Consider this one a little more ‘experimental’ than the others.


Tigran is a new feline race. Tigrans are loners and do better solo as they do not behave well in groups. Tigrans defining feature is the highest solo bonus exp rate of any race, and the highest group exp penalty. Tigran also has:

Note the training costs – they are negatively imbalanced due to their other
perks.


Troll is this third mainly physical race and plays slightly differently based arond the natural regeneration. Their ability to heal via magic is limited but they have much faster regeneration.

Trolls have a smaller bonus to each damage category but no penalty which might be OP with their regen. The +50% hp/mana and moves regen replaces the ‘regeneration’ affect so that it can stack with ring of regen and troll also has:

The troll continuous regen is something I am considering experimental. It’s pretty cool to see your HP constantly increase every second but might be too much (or too little) on top of their higher tick regen.


Wraith is the Shadow race renamed and turned into a magic tank race to complement Gargoyle. It does lower damage but has 10% physical resistance and 20% magical resistance. Wraith is also considered undead (mobs included). Wraith has the following additional perks:


That’s it for the races. The remaining 6 races (halfling, human, sprite, triton, vampire and wolfen) will get their upgrades in coming reboots as there is still a little work to do on those.