February 21, 2019, 09:25:43 am

Recent Posts

Pages: [1] 2 3 ... 10
1
Spells / Mystic Spell Suggestions
« Last post by R1dic on February 03, 2019, 09:12:49 am »
Playing a Mud should have some depth, and I feel like a great place to start on some of this is with the current spell\power base that exists for all the classes. Since I don't have a complete understanding of the other classes, yet, I want to make some suggestions for the current Mystic skills:

***Changes will be in Green***

Way of the Cat
Reason: This skill is rarely used later on if ever. It makes sense to have a tiny bit of +Illu added once you get it, maybe +10 Illu at first and then scale all the way to +80-100 Illu by the time you hit Lvl 30.
Current State
- Cost: 3 - Lvl 30 Gain Cap - Stealth +15 - BsMinDmg +15 - BsMaxDmg +15 - 90 rounds
Suggested State
- Cost: 4 - Lvl 30 Gain Cap - Stealth +15 - BsMinDmg +15 - BsMaxDmg +15 - +100Illu - 90 rounds

Way of the Rat
Reason: It just seems to make sense that a rat should be immune to poison and disease.
Current State
- Cost: 4 - Lvl 50 Gain Cap - ImmuPoison +100 - 80 rounds
Suggested State
- Cost: 4 - Lvl 50 Gain Cap - ImmuPoison +100 - ImmuDisease +100 - 80 rounds

Way of the Tortoise
Reason: I can't think of a reason to ever want to consider using this outside of just having extra Kai and wanting to cast it for the sake of it. A tiny little boost to this would at least make it something to consider using over something else. This one could also scale all the way up to Lvl 60.
Current State
- Cost: 3 - Lvl 30 Gain Cap - DR +1 - 60 rounds
Suggested State
- Cost: 4 - Lvl 60 Gain Cap - DR +3 - 50 rounds

Pressure Points
Reason: This skill is extremely expensive, and it's not sustainable to use full time which makes it seem like this skill is for one-time use on occasional moments like boss encounters. Since it's strictly for this, maybe it should be a little bit better to justify the cost in the late game. This spell could scale upon getting it all the way up until Lvl 50.
Current State
- Cost: 8 - Lvl 30 Gain Cap - PunchAcc +10 - PunchDmg +3 - KickAcc +7 - KickDmg +2 - JumpKDmg +1 - JumpKAcc +5 - 55 rounds
Suggested State
- Cost: 8 - Lvl 50 Gain Cap - PunchAcc +15 - PunchDmg +5 - KickAcc +10 - KickDmg +4 - JumpKDmg +3 - JumpKAcc - +5 - 30 rounds

Purify
Reason:This move is extremely expensive, and it should remove a lot more than just Poison. I don't think anyone will use this once they know they can just activate Rat form to ignore the need. It could also be useful to maybe be able to use it on someone else.
Current State
- Cost: 15 - Target: Self - CurePoison +9, CurePoison +9
Suggested State
- Cost: 8 - Target: Self or User - CurePoison +9 - RemoveSpells((rotting flesh(143), ember(210), plague(294), diseased(323), leprosy(362), disease(445), plague(446)), Dispell (BlindUser) - Dispell (BlindUser)
2
Captures / Re: SO FUCKING MAD NOT EVEN COLORIZING THIS BITCH
« Last post by TalonsNailcutter on February 01, 2019, 01:06:02 am »
OOOPS
3
Captures / Re: SO FUCKING MAD NOT EVEN COLORIZING THIS BITCH
« Last post by Winterhawk on January 28, 2019, 07:21:06 am »
This is unchanged from stock...10000 gold is 1 runic toll per step..here is the link to the posted walkthru from about 9 years ago which recommends taking 100 runic to be safe

http://www.greatermud.com/forums/index.php?topic=1831.0
4
Captures / SO FUCKING MAD NOT EVEN COLORIZING THIS BITCH
« Last post by TalonsNailcutter on January 26, 2019, 10:21:40 pm »
[HP=690/MA=355]:i
You are carrying 15 runic coins
Wealth: 15000000 copper farthings
Encumbrance: 2178/8976 - Light [24%]
[HP=690/MA=355]:n
You just paid 10000 gold crowns in toll charges.
Sneaking...
Grand Hallway
Obvious exits: north
[HP=690/MA=355]:n
You just paid 10000 gold crowns in toll charges.
Sneaking...
Grand Hallway
Obvious exits: north
[HP=690/MA=355]:n
[HP=693/MA=355]:
You just paid 10000 gold crowns in toll charges.
Sneaking...
Grand Hallway
Obvious exits: north
Grand Hallway
Obvious exits: north
[HP=693/MA=355]:n
You just paid 10000 gold crowns in toll charges.
Sneaking...
Grand Hallway
Obvious exits: north
[HP=693/MA=355]:n
[HP=696/MA=355]:
You just paid 10000 gold crowns in toll charges.
Sneaking...
Grand Hallway
Obvious exits: north
Grand Hallway
Obvious exits: north
[HP=696/MA=355]:n
You just paid 10000 gold crowns in toll charges.
Sneaking...
Grand Hallway
Obvious exits: north
[HP=696/MA=355]:n
[HP=699/MA=355]:
You just paid 10000 gold crowns in toll charges.
Sneaking...
Grand Hallway
Obvious exits: north
Grand Hallway
Obvious exits: north
[HP=699/MA=355]:n
You just paid 10000 gold crowns in toll charges.
Sneaking...
Grand Hallway
Obvious exits: north
[HP=699/MA=355]:n
You just paid 10000 gold crowns in toll charges.
Sneaking...
Grand Hallway
Obvious exits: north
[HP=702/MA=355]:n
You just paid 10000 gold crowns in toll charges.
Sneaking...
Grand Hallway
Obvious exits: north
[HP=702/MA=355]:n
You just paid 10000 gold crowns in toll charges.
Sneaking...
Grand Hallway
Obvious exits: north
[HP=702/MA=355]:n
[HP=705/MA=355]:
You just paid 10000 gold crowns in toll charges.
Sneaking...
Grand Hallway
Obvious exits: north
Grand Hallway
Obvious exits: north
[HP=705/MA=355]:n
You just paid 10000 gold crowns in toll charges.
Sneaking...
Grand Hallway
Obvious exits: north
[HP=705/MA=355]:n
[HP=708/MA=355]:
You just paid 10000 gold crowns in toll charges.
Sneaking...
Grand Hallway
Obvious exits: north
Grand Hallway
Obvious exits: north
[HP=708/MA=355]:n
You just paid 10000 gold crowns in toll charges.
Sneaking...
Grand Hallway
Obvious exits: north
[HP=708/MA=355]:n
[HP=711/MA=355]:
You do not have enough to cover the toll of 10000 gold crowns.
Grand Hallway
Obvious exits: north
[HP=711/MA=355]:n
You do not have enough to cover the toll of 10000 gold crowns.
[HP=711/MA=355]:
Grand Hallway
Obvious exits: north
[HP=711/MA=355]:n
You do not have enough to cover the toll of 10000 gold crowns.
[HP=729/MA=355]:
Grand Hallway
Obvious exits: north
[HP=729/MA=355]:n
You do not have enough to cover the toll of 10000 gold crowns.
[HP=729/MA=355]:
Grand Hallway
Obvious exits: north
[HP=729/MA=355]:i
You are carrying STUFF
Wealth: 0 copper farthings  zERO?

BULL SHIT.

THE ROOMS COST 1 PLAT EACH NOT 1 RUNIC. HOWD I RUN OUT OF FUCKING RUNIC.

THE GAME OWES ME 50 RUNIC CUZ THATS WHAT I FUCKING HAD WHEN I WENT TO TRAIN

IT TOOK ALL MY RUNIC, I WAS ON THE STRAIGHTAWAY GOING 30 NORTH

OK SO 10 NORTH WOULD BE 10 PLAT.   30 NORTH 1 WEST WOULD BE 30 PLAT.

HOW DOES THAT BECOME 15 RUNIC, WHICH IS WHAT I HAD WHEN I STARTED MY 30 ROOM NORTH STRETCH TO TRAIN AT THE DEMON GIMP

IT EVEN SAID IT CHARGED ME 10000 COP PER ROOM WHICH IS A PLAT.

I WANT MY 50 RUNS BACK SINCE I NOW HAVE ZERO AND HAVE WASTED MY TIME.

HOW MANY FUCKING QUOTE UNQUOTE RUNICS DOES IT FUCKING ACTUALLY TAKE TO GET TO THE GIMP IN THIS EDITED MUD???
5
GreaterMUD / Re: Keeping Bless Spells up with MegaMud
« Last post by prezident on January 18, 2019, 05:35:51 am »
Yeah, I do the same, and that oddly works for every spell *except* flux. For some reason even a stat check won't notice that flux has worn off.
6
GreaterMUD / Re: Keeping Bless Spells up with MegaMud
« Last post by Hurricane Omega on January 14, 2019, 04:29:04 pm »
I have an event to check stats every 10 minutes.
7
GreaterMUD / Stats Breakdown
« Last post by R1dic on January 13, 2019, 12:27:04 pm »
***THIS IS A ROUGH DRAFT THAT WILL BE CHANGED AS NEEDED***

STRENGTH
Strength affects the player melee damage output, encumbrance, and the ability to bash doors.

Damage = +1 Max Damage for every +10 Str up to 100. Each +10 Str over 100 is +1 Min Damage and +1 Max Damage.
Encumbrance =  +48 Enc per +1 Str point up to 100. Each +1 Str over 100 is +84 Enc.

AGILITY
Agility affects your accuracy, dodge, stealth, picklocks, and swing speed.  There is a critical hit bonus for swinging faster than 6 swings.

Accuracy = +1 Accuracy per +3 Agi over 50.
Dodge = +1 Dodge per +3 Agi over 50.

INTELLECT
Intellect is the primary casting stat for Mage classes. Druid classes also gain some benefit from it. Intellect affects spell casting accuracy, stealth, picklocks, mana regen for Mage classes and to a lesser extent, Druid classes, critical rate, accuracy, magic resistance, and the main stat for perception.

Accuracy = +1 Accuracy per +6 Int over 50.
Critical = +1 Critical per +10 Int over 50.
Perception = The higher your perception, the easier it is to search for items and provide defense against backstabs.

WILLPOWER
Willpower is the primary casting stat for Priest classes. Druid classes also gain some benefit from it. Willpower affects spell casting accuracy, mana regen for Priest and Druid classes, and the main stat for magic resistance.

Magic Resistance = This will help you take less damage from monsters that cast magic. Currently, magic resistance maxes out at a 50% damage reduction for all classes except Witchhunter; Witchhunter's cap out at 75% reduction due to their anti-magic bonus. Drain spells ignore magic resistance.

CHARM
Charm is the primary casting stat for Bard classes. Charm affects your accuracy, dodge, critical rate, stealth, picklocks, traps, spellcasting accuracy and mana regen for Bard classes. Charm also impacts whether a monster will choose to swing at you in a group setting (Higher = less chance of being a target).

Accuracy = +1 Accuracy per +10 Cha over 50.
Dodge = +1 Dodge per +5 Cha over 50.
Critical = +1 Crit per +30 Cha over 50.

HEALTH
Health affects your hit point regen rate and maximum hit points. This stat does not affect your base class hit point roll. There is a small chance for bonus HP roll for raising this stat above the base value.

ENCUMBRANCE
Encumbrance affects your movement speed, carrying capacity, and swing speed. Each percentage of encumbrance also affects your combat to a degree.

None = 0% - 15%
Light = 16% - 32% (Percentage points from 32% and below may improve dodge and accuracy slightly).
Medium = 33% - 66%
Heavy = 67% - 100%
8
GreaterMUD / Hard Trainer 75+ Re-Write
« Last post by R1dic on January 12, 2019, 02:48:42 pm »
Episode 1, The Beginning
Advice: Bring a rope and grapple and have your training fees as well.

1. Go to Room 12,2368 <Ancient Fortress, Jail Cell>
2. Travel N, E, and E (12,2374)
***Warning: Proceed slowly due to various NPC that can spawn***
3. You want the Angelic Hunter and Ancient Key from this area. Each room has a chance to spawn the Angelic Hunter along with some other monsters.
4. From 12,2374, travel S, S, S (Bash/Pick, Fight Nahr), E (Regroup), NE, NE, N, W (use Ancient Key).
5. Go to Episode 2, The Hedge Maze.

Episode 2, The Hedge Maze
Advice: You will want someone who can disarm traps here or expect to take 400+ trap damage each room. Move slowly and heal up if nobody can disarm traps.

You are in Room 17,2868 <Hedge Maze>
1. From 17,2868, Travel N, N, N, SE, SE, W
2. Fight the beautiful woman who will transform into Lorzina.
3. Kill Lorzina, collect the tree branch, and go E, NW, NW, S, S, S
4. From 17,2868, Travel S, S, S, NE, NE
5. Fight the handsome man
6. Collect the tree branch and go SW, SW, N, N, N.
7. From 17,2868, Travel SW, W, W, W, N, N, E, E, N, E
8. The withered tree in this room will take both tree branches and summon Azrandimon.
9. Kill Azrandimon to get the stone rook key.
10. Go W, S, W, W, S, S, E, E, E
11. Open the door to the south with the stone rook key to fight the Majestic Dragon.
12. Make sure you have no confusion, then go portal, teleporting to room 17,2980.
13. Go to Episode 3, Heaven and Hell.

Episode 3, Heaven and Hell
Advice: You won’t be teleported until you collect the Golden Rod and Black Spiked Ball from the Golden Phoenix and Demon Lord. Recommend making a loop for rooms 17,2970, 17,2973, 17,2974, and 17,2976 to make the slimey spiked key farming a bit more tolerable.

You are in Room 17,2980 <Ancient Fortress>
1. From 17,2980,  Travel W and enter the portal to enter Heaven Portion - Golden Phoenix.
Welcome to the Floating Island (17,2901)
2. Say the command “say king of spades” to see a flash of light.
3. Travel W, W, W, and “say nightfall” to see a flash of light.
4. Travel S, S, S, and “say h” to see a flash of light.
5. Travel N, N, N, N, N, N, W, S, S, W
6. Travel W and kill the Golden Phoenix. Grab the Golden Rod.
7. After it dies, once you collect the Golden Rod, you will eventually teleport back to 17,2980.
8. From 17,2980, Travel E and enter the portal to enter Hell Portion - Demon Lord (Note: This area has some farming in it).
Welcome to the Burning Valley (17,2944)
9. Travel S, E, Move Boulder, S, E, S, Move Boulder, E, N, Move Boulder, N, N, Move Boulder, N, N, Move Boulder, N, W, S, SW (17,2976).
10. Since you need a slimey spiked key to open the door to the W, you will need to kill a lot of spiked juggernauts in rooms, 17,2970, 17,2973, 17,2974, and 17,2976. You need 20 black spikes to make this key.
11. Once you have 20 black spikes, “ask Demon Imp spikes” in order to get the slimey spiked key.
12. Use the key to the W and kill the Demon Lord. Grab the Black Spiked Ball.
13. After it dies, and you collect the Black Spiked Ball, you will be teleported back to 17,2980.
14. Talk with the Demon Imp and say “ask Demon Imp return”, and he will take the Golden Rod and Black Spiked Ball.
15. You will then be teleported to 17,3090 to fight the Great Hydra and 2 massive hydra heads.
16. Once they are dead, go portal will bring you to 17,2982 and strip all your buffs.
17. Go to Episode 4 & 5.

Episode 4 & 5, The Final Showdown
Advice: This guide is mainly for doing the Hard Trainer. This section will be very limited in information. You will need a diverse group of Magic (to kill red sphere) and Melee (to kill blue sphere) for this area. Having a roomer for this area is heavily recommended.

You are in Room 17,2982 <Grand Hallway>
1. To the SW (Magic), S (Fighter), and SE (Stealth) are class specific areas. These will be skipped for this write-up.
2. From 17,2982, Travel N(17,3005), N(17,3006), S(17,3010), N(17,3013), N(17,3014), S(17,3015), S(17,3080), S(17,3083), N(17,3084), N(17,3086). To the next N is Nahr and 4 colored spheres.
3. Kill Nahr and the 4 colored spheres. Type “sit throne”.
4. Sitting on the throne will take you to 12,2378, strip all of your buffs, and then summon Nahr to fight again. Once Nahr is killed, another Nahr will spawn.
5. Once both Nahrs are killed, you will be teleported to the Platform of Stars (12,2381).
6. You may now train with the Spacelord, and the Hard Trainer is completed.
9
GreaterMUD / Trouble logging on
« Last post by Winterhawk on December 31, 2018, 07:42:05 am »
There appears to be a DNS issue with greatermud.com. If you are having trouble logging on try changing the bbs address to the ip 71.39.209.17 and see if that helps.

Winter
10
GreaterMUD / Re: *Fix* Megamud entering the realm with auto-all off.
« Last post by Skirmish101 on December 27, 2018, 12:02:14 am »
Heres the link for the old version. I think there's a version 10. But heres the link to this one for now

http://www.greatermud.com/forums/index.php?topic=4451.0
Pages: [1] 2 3 ... 10