Skills, Spells & Crafts
One of the first things a player does when they go to a new mud (or at least myself, and most people that I know, do) is to check out the spells and skills available to the various classes. Once you have played a few stock code muds, you get quite used to the attributes of the various classes, and what is worth taking, and what isn't. Our goal in coding classes was to give a bigger variety of things to possibly take, even to the point of giving so many things to one particular class that they could not possibly take them all. We hope that in doing this that you will rarely find "carbon-copy" characters, and one mage will differ from the next. As well as the "normal" system of spells and skills, Feudal Realms also offers a crafting system in which players can acquire raw materials, refine those materials, and then use them to form partial objects, or completely usable items. The crafting system works in a "tree system" with certain skills branching to other skills, and certain skills being gained will not allow others to be gained as well. The craft system is a collaborative effort and is not meant to be a one-person process from start to finish. |
Current Number of Spells - 288*
* some spells for developmental classes not active
acid blast acid breath acrid salt |
Current Number of Skills - 165*
* some skills for developmental classes not active
assail assassinate awareness |
Current Number of Craft Skills - 56*
* some crafts not available in crafting system at this time
armorcraft bladecraft |
Last Updated on March 8, 2003