K5

&0fAccounts
&02Players now use accounts to organize all of their characters.  Advantages include:
- Single password for all characters
- See all your characters in 1 place (so you don't forget anyone!)
- See if any of your characters have mudmail
- Clan membership is based on accounts (don't have to induct/manage so many characters)
- House access based on account (you allow accounts of characters access instead of a bunch of
individual characters)
- Shared bank balance across all characters
- Communication channel and other game preferences (pagesize, color prefs, etc.) are shared between
all chars (i.e. if you can access the HERO channel on any character, you'll see it on all of
them)

&0fNew Classes / Class Specialization
&02There are five main class groups, each having their own set of subclasses:

 Fighter      Rogue       Priest      Mage              Monastic
 _______      _____       ______      __________        ________
 Barbarian    Assassin    Templar     Necromancer       Monk
 Paladin      Demoniac    Druid       Fire Wizard       Samurai
 Dreadlord    Bard        Prophet     Ice Wizard
 Ranger                               Mordent Wizard

The main class groups have a set of base skills that all the subclasses beneath them have.
These skills are inherited by the subclasses and those subclasses have additional skills available
to them.

Specializing in a subclass starts at level 10 for Priests and Magic Users and level 20 for all
others.  You can wait until later levels to specialize but you don't gain access to any
subclass skills until you do.

&0fNew Skill and Spell System&02
Lots of new skills and spells for the new classes.  Lots of existing spells have been altered.  For
example, there's not 6 different heal spells, there's 1.  And you can make it more
effective by putting more skill points in it (see below).

There is a SKILL system separate from a PRACTICE system.  Skills are the typical stuff like kick,
heal, and fireball.  PRACTICEs are for item harvesting / crafting proficiencies like gem cutting,
leatherworking, and armor crafting (more on that later).

Skills (and spells) have ranks.  You learn a skill once and you are rank 1.  You can put more skill
points into a skill and increase the rank.  Higher ranks make the skills do more things - like
more damage (kick), ability to wear better armor (armor use), additional spell damage, extra
effects, longer duration of effects, shorter delays when using skills/spells, etc.  You get 1 skill
point per level and you can regress (unlearn) skills (for a cost) if you change your mind about how
you've allocated them.

Skills still have a "skilled" component that determines success rate.   This starts at
roughly 30% and goes up automatically with use.  At rank 1 your maximum skilled rate is about 80%
and at rank 10 your maximum skilled rank is about 95%.

Increasing your rank in spells also increases your effective casting level.  Spell effects are
based on casting level (not character level).  Your casting level can go above your character level.

There aren't enough skill points available to learn all skills to a high rank.  You will be
forced to make choices and there will be more variation among characters of the same class / level
based on how they've chosen to spend skill points.

&0fMore Levels
&02Players can go up to Level 100 but it gets VERY hard (see below).  Don't worry, you still
meta at whatever level and bloodlines are a requirement for advancing to higher levels.

&0fRaces&02
Drow and Eldar have been rebalanced and no longer incur exp penalties.

&0fHouses
&02Players can construct their own houses with a huge array of customization options.   No more
atriums.

&0fHardcore Mode
&02Old system of dying exists where you lose all objects upon death in exchange for an exp bonus.  You
toggle this on if you like it but turning it off isn't easy or free.

&0fMulti-Level Requirements
See levels <class> for a list of all requirements per level.

&0fNew Objects
&02Druids need Symbols of Nature; Priests / Paladins / Dreadlords need Holy (or Unholy) symbols; and
Bards need Musical Instruments to use certain abilities and those items can increase skill rank or
do other special things to skills.

&0fObject requirements
&02Objects have minimum skill (shield use, armor use, slashing specialization, etc.) for wearing
certain things as well as minimum stat levels based on the power of the gear being worn (i.e.
awesome armor might require strength of 90).

&0fStat Ranges
&02Wearing +stat eq (like +3 Strength) raises stats regardless of what your current value is (i.e.
beyond 25 + racial maximum).  This makes those types of items much more powerful and relevant at
high levels.  Same is true for spells that alter stats.

&0fAutomatic Object and Mob balancing
&02Perhaps contentious, but it streamlines a lot of things - objects and mobs are auto balanced.  This
means quicker building and of course validation of new zones is far easier.  It also means a more
consistent world where similar risks provide similar rewards.  Everything can be overridden for
special cases, but the standard is auto-balance.  What does faster building mean?  A builder can
just set mob description, race, level, class, and specific flags - and the MUD will fill in mob
stats (based on race/class), exp, gold, skills (based on class), etc.  You can flag a mob as RICHER
or POORER, or more AGGRESSIVE, etc.  For objects, you set the type, extra flags, and the minimum
level and class restrictions are automatically determined.  Different classes will have different
minimum level requirements for the same gear.

&0fStamina
&02Replaces "moves".  They get spent faster and they regenerate faster.  Fighting uses stamina
quickly and so does using physical skills.

&0fSaving Throws
&02Simplified to 3 types (Physical, Mental, Reflexive).

&0fResistances
&02Spells and objects can add resistances to certain types of damage such as:
__________      ______________
 Magic            22% (    Somewhat)
 Fire             23% (    Somewhat)
 Cold             23% (    Somewhat)
 Acid             12% (    Somewhat)
 Water             0% (        None)
 Earth             0% (        None)
 Lightning        12% (    Somewhat)
 Sonic            12% (    Somewhat)
 Poison           12% (    Somewhat)
 Necrotic          0% (        None)
 Divine            0% (        None)
 Healing           0% (        None)
 Bludgeon          0% (        None)
 Cut               0% (        None)
 Pierce            0% (        None)
 Lacerating        0% (        None)
 Constrict         0% (        None)

Yes, you can resist ealing which works like it sounds (a penalty).

&0fOverworld
&02There's a massive 60k room OVERWORLD which has an overhead ascii graphical map.  It would take
a long time to explore and offers some new possibilities.  You take a ship to this freaky continent
so it doesn't replace the existing world's representation.

&0fContinued on HELP "K5 MORE"&02