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Announcement
The UOSSMUD Randomizer
Players who have gotten to level 100 in UOSSMUD and are looking for a way to keep the game fresh have an exciting new option to try. The UOSSMUD Randomizer changes almost every aspect of the entire job system, creating a new experience every time. This means the entire job tree, the stats and equipment of each job, and the abilities in each job are all randomized. Other parts of the game are randomized as well, including airship destinations and time gates in the End of Time.
The randomized parts of the game are the same for all players, but are re-randomized every two and a half days.
The randomizer is classified as an alternate race, like Mutant, Cyborg, Jumi or l'Cie. However, the name of the race is randomized.
For more details, type "help randomizer" in the game to read about it.
The randomized parts of the game are the same for all players, but are re-randomized every two and a half days.
The randomizer is classified as an alternate race, like Mutant, Cyborg, Jumi or l'Cie. However, the name of the race is randomized.
For more details, type "help randomizer" in the game to read about it.
Announcement
Kweh!
I'm pleased to announce the latest addition to UOSSMUD: Chocobos! Chocobos have a long history in Squaresoft games, and it's high time for them to come here in a big way. Players are now able to raise and breed their own chocobos, which can be used in two brand new minigames, Chocobo Racing and Chocobo Hot & Cold (as well as ride them around!). These minigames have a large variety of rewards for every level of chocobo breeder. Any player interested in learning how to get into the world of chocobos can start by visiting the Chocobo Ranch; Choco Bill has a mission available for anyone level 30 and above.
Chocobo content is, for the most part, *not* combat or level oriented. Rather, it is designed to complement the experience and provide a new activity for players to participate in as they progress through the MUD.
Announcement
New web-play interface
The MUD Portal, a website dedicated to getting people access to MUDs, has developed a really nice web app to let people connect to a MUD. As a result, you can now start playing the game right in your web browser in one click! Click here to try out the Unofficial Squaresoft MUD.
Announcement
Check out the new Time Mage!
As part of our continual effort to update our jobs, we're now proud to present you with the latest update: Time Mage!
Time mage was really lackluster, and there were lots of cool abilities in various Squaresoft games that have come out since it was originally made. This made it an ideal candidate for a revamped set of abilities, all of which are listed below.
Time Mage is a magical job which uses the powers of space and time to attack foes and shift reality. All damage spells are wisdom-based, as are most of the support spells, with the remainder being based on willpower. Here's what you can expect from the new job: a reasonably risky damage dealing wisdom based job with access to a good amount of utility through status effects like Stop and Reflect. Time mage has an incredibly powerful arsenal that relies on good cooldown management to make the most out of your damage output.
Command Ability: timemagic
---------------------------------------
* Haste ------- Base AP: 100
Speeds up a target.
* Slow -------- Base AP: 100
Slows a target down.
* Demi -------- Base AP: 250
Halves the target's life with the force of gravity.
* Mini -------- Base AP: 400
Shrinks the enemy, reducing its physical offense and defense.
* Reflect ----- Base AP: 300
Makes most single-target magic spells bounce off of the target.
* Immobilize -- Base AP: 100
Prevents the enemy from leaving the room.
* Float ------- Base AP: 200
Allows your party to levitate, granting earth resistance but wind weakness.
* Comet ------- Base AP: 200
Summons a comet from outer space to hit the enemy; double damage to stopped enemies.
* Comet2 ------ Base AP: 600
Summons a comet storm to hit random enemies a random number of times; double damage to stopped enemies. Hits more times with greater agility.
Requirements: Job level 8
* Invisible --- Base AP: 500
Increases a target's evasion.
Requirements: Job level 8
* Haste2 ------ Base AP: 400
Speeds up the entire party.
Requirements: Job level 10
* Slow2 ------- Base AP: 400
Slows down all enemies.
Requirements: Job level 10
* Warp -------- Base AP: 1000
Returns your party to the center of Elsendor.
Requirements: Job level 12
* Stop -------- Base AP: 800
Prevents a target from acting or moving. Hitrate is based on your wisdom or willpower, whichever is lower.
Requirements: Job level 12
* Speed ------- Base AP: 500
Improves the agility of one target.
Requirements: Job level 12
* Undo -------- Base AP: 500
Two rounds after being cast, your HP/MP return to what they were when Undo was cast.
Requirements: Job level 14
* Old --------- Base AP: 500
Curses an enemy with old age, lowering its overall stats.
Requirements: Job level 16
* Meteor ------ Base AP: 1000
Slams a giant meteor down from outer space, hitting all enemies for high damage.
Requirements: Job level 16
* Graviga ----- Base AP: 1600
Cuts a target's life force to 1/4 with the force of gravity.
Requirements: Job level 18
* Countdown --- Base AP: 800
Begins a countdown, dealing massive area damage after 5 rounds.
Requirements: Job level 20
* Galaxy Stop - Base AP: 2500
Prevents all enemies from acting or moving. Hitrate is based on your wisdom or willpower, whichever is lower.
Requirements: Job level 21
* Doomsday ---- Base AP: 1500
Bring about the end times, damaging all enemies and allies on the following round. If Doomsday and Undo go off on the same round, the self-damage from Doomsday is instantly undone.
Requirements: Job level 23
Inherent Ability
--------------------
* Extend ------ Base AP: 600
Increases the duration of buffs and ailments you cast.
Requirements: Job level 6
Time mage was really lackluster, and there were lots of cool abilities in various Squaresoft games that have come out since it was originally made. This made it an ideal candidate for a revamped set of abilities, all of which are listed below.
Time Mage is a magical job which uses the powers of space and time to attack foes and shift reality. All damage spells are wisdom-based, as are most of the support spells, with the remainder being based on willpower. Here's what you can expect from the new job: a reasonably risky damage dealing wisdom based job with access to a good amount of utility through status effects like Stop and Reflect. Time mage has an incredibly powerful arsenal that relies on good cooldown management to make the most out of your damage output.
Command Ability: timemagic
---------------------------------------
* Haste ------- Base AP: 100
Speeds up a target.
* Slow -------- Base AP: 100
Slows a target down.
* Demi -------- Base AP: 250
Halves the target's life with the force of gravity.
* Mini -------- Base AP: 400
Shrinks the enemy, reducing its physical offense and defense.
* Reflect ----- Base AP: 300
Makes most single-target magic spells bounce off of the target.
* Immobilize -- Base AP: 100
Prevents the enemy from leaving the room.
* Float ------- Base AP: 200
Allows your party to levitate, granting earth resistance but wind weakness.
* Comet ------- Base AP: 200
Summons a comet from outer space to hit the enemy; double damage to stopped enemies.
* Comet2 ------ Base AP: 600
Summons a comet storm to hit random enemies a random number of times; double damage to stopped enemies. Hits more times with greater agility.
Requirements: Job level 8
* Invisible --- Base AP: 500
Increases a target's evasion.
Requirements: Job level 8
* Haste2 ------ Base AP: 400
Speeds up the entire party.
Requirements: Job level 10
* Slow2 ------- Base AP: 400
Slows down all enemies.
Requirements: Job level 10
* Warp -------- Base AP: 1000
Returns your party to the center of Elsendor.
Requirements: Job level 12
* Stop -------- Base AP: 800
Prevents a target from acting or moving. Hitrate is based on your wisdom or willpower, whichever is lower.
Requirements: Job level 12
* Speed ------- Base AP: 500
Improves the agility of one target.
Requirements: Job level 12
* Undo -------- Base AP: 500
Two rounds after being cast, your HP/MP return to what they were when Undo was cast.
Requirements: Job level 14
* Old --------- Base AP: 500
Curses an enemy with old age, lowering its overall stats.
Requirements: Job level 16
* Meteor ------ Base AP: 1000
Slams a giant meteor down from outer space, hitting all enemies for high damage.
Requirements: Job level 16
* Graviga ----- Base AP: 1600
Cuts a target's life force to 1/4 with the force of gravity.
Requirements: Job level 18
* Countdown --- Base AP: 800
Begins a countdown, dealing massive area damage after 5 rounds.
Requirements: Job level 20
* Galaxy Stop - Base AP: 2500
Prevents all enemies from acting or moving. Hitrate is based on your wisdom or willpower, whichever is lower.
Requirements: Job level 21
* Doomsday ---- Base AP: 1500
Bring about the end times, damaging all enemies and allies on the following round. If Doomsday and Undo go off on the same round, the self-damage from Doomsday is instantly undone.
Requirements: Job level 23
Inherent Ability
--------------------
* Extend ------ Base AP: 600
Increases the duration of buffs and ailments you cast.
Requirements: Job level 6
Game Design
Dragoon class design
The old Dragoner job, which was based on Reis's elemental breath skills from Final Fantasy Tactics, has been rolled into Dragoon. The old Dragoner quest will unlock the five elemental breath abilities and all other high level skills. The new Dragoon has other new skills as well, and some of the existing skills have been changed, especially Jump.
All the new Dragoon skills are taken from either Freya's skills in Final Fantasy IX or Reis's skills in Final Fantasy Tactics, except for Launch, which comes from FF13 Commando, and Ultra Jump, which... if you must know, comes from Super Mario RPG. Though FF6 and several other games had similar skills.
With the recode, Dragoon turns into a hybrid tanking/attacking physical job. It has some of the only attacks in the game that are influenced directly by vitality, UOSSMUD's main defensive stat. In particular, Jump will be a hybrid ability, working on a similar premise to gravity attacks, except... kind of in reverse? It's based on a percentage of the user's HP instead of the target's. Jump has an obvious logical connection with gravity, so I felt like it was interesting to link the damage formula with how gravity-type damage works in Final Fantasy games.
All dragoon skills do 40% less damage if the user doesn't have a lance equipped, except for the breaths.
I figured a lot of people might be interested in how this class was designed, even if they don't actually play UOSSMUD, so here's a modified version of the design sheet. One of the goals was to make at least some of the higher level abilities combo in with the earlier ones, and the others to be situationally better, instead of just replacing them. Another goal was to make the job equally viable for both strength-based and vitality-based characters.
Equipment: Lance, Armor or Clothes, Helmet or Hat, Shield (and a bracelet and two accessories, like every class). The light armor is carried over from Dragoner, mostly to not ruin characters who were dragoners before the recode and built their stats around requirements for light equipment.
All the new Dragoon skills are taken from either Freya's skills in Final Fantasy IX or Reis's skills in Final Fantasy Tactics, except for Launch, which comes from FF13 Commando, and Ultra Jump, which... if you must know, comes from Super Mario RPG. Though FF6 and several other games had similar skills.
With the recode, Dragoon turns into a hybrid tanking/attacking physical job. It has some of the only attacks in the game that are influenced directly by vitality, UOSSMUD's main defensive stat. In particular, Jump will be a hybrid ability, working on a similar premise to gravity attacks, except... kind of in reverse? It's based on a percentage of the user's HP instead of the target's. Jump has an obvious logical connection with gravity, so I felt like it was interesting to link the damage formula with how gravity-type damage works in Final Fantasy games.
All dragoon skills do 40% less damage if the user doesn't have a lance equipped, except for the breaths.
I figured a lot of people might be interested in how this class was designed, even if they don't actually play UOSSMUD, so here's a modified version of the design sheet. One of the goals was to make at least some of the higher level abilities combo in with the earlier ones, and the others to be situationally better, instead of just replacing them. Another goal was to make the job equally viable for both strength-based and vitality-based characters.
Equipment: Lance, Armor or Clothes, Helmet or Hat, Shield (and a bracelet and two accessories, like every class). The light armor is carried over from Dragoner, mostly to not ruin characters who were dragoners before the recode and built their stats around requirements for light equipment.
-Job Level 1-
Name AP MP Effect
--------------------------------------------------------------------------------
Dragon Breath 400 -- Medium-lowish physical damage to all enemies
Dragon Crest 350 -- Medium-highish physical damage, better vs. dragons
Lancet 300 -- Low physical drain + mp drain. Attack power is
based on vitality instead of strength.
Jump 900 -- Very high physical damage, capped at 2/3 of dragoon's
current HP. Dragoon Boots add +50% damage. Spend
two rounds in the air before landing. 3 round
cooldown after landing.
Equip Lance 400 -- Inherent. Equip lances in any job.
-Job Level 8-
Reis's Wind 500 12 Grants regen to party. Amount healed each round by
regen is based on max HP.
White Draw 750 -- Drains enemy's MP to restore MP to entire party.
Amount restored is based on target's level.
-Job Level 12-
(Dragoner Quest is required to unlock all skills below this point)
Fire Breath 800 -- High fire damage, uses vitality-based magic power.
Ice Breath 800 -- High ice damage, uses vitality-based magic power.
Bolt Breath 800 -- High lightning damage, uses vitality-based magic power.
-Job Level 14-
Dragon Care 1000 -- Sacrifice own HP to heal a party member.
Powerful willpower-based heal. Also heals
all status ailments. Cannot target self.
Luna 750 12 Medium physical damage to all enemies. Can berserk
enemies for three rounds, preventing most skill use
but raising their attack power. Kind of a double-edged
sword, though jumping afterward can limit this.
-Job Level 16-
Launch 1200 -- Medium-lowish physical damage. Makes target take
20% more damage from all sources for a few rounds.
If you jump on a launched target, you will damage it
during the rounds you're in mid-air.
-Job Level 18-
Dark Breath 1500 -- Hits two to four random enemies with medium
dark damage, uses vitality-based magic power.
Holy Breath 1500 -- Hits two to four random enemies with medium
holy damage, uses vitality-based magic power.
-Job Level 20-
Dragon Power Up 1500 -- Raises damage dealt by one ally.
Cannot be cast on a target which already has
Dragon Level Up.
Dragon Level Up 1500 -- Raises target's level temporarily and inflicts haste.
Level affects a variety of things, including HP.
Cannot be cast on a target which already has
Dragon Power Up.
-Job Level 23-
Trance Jump 2000 -- Uses Jump at 2/3 power against all enemies.
Ultra Jump 2000 -- Uses Jump at 2/3 power against 1-4 random targets.
Announcement
Archer and Chemist
Archer and chemist have both been redesigned from the ground up, in a similar manner to how engineer was redesigned last month, to extend further into higher levels and unlock new skills as you keep playing. Archer is hopefully now a competitive and powerful job for players who put effort into it, while chemist remains a support job but is hopefully a more useful and interesting one.
Archer's skills were designed to make sure it feels different from marksman while still feeling like a bow-and-crossbows-using job. Charge Attack was redesigned and now deals heavy damage based on the number of attacks you would have dealt if you weren't charging, and Animals is hopefully an exciting new skill that summons random animals and deals damage passively over several rounds; new animals are unlocked as you gain job levels. Its ultimate skill, X-Fight, is now a powerful random-target attack like you remember from Final Fantasy 5.
Chemist is very different from before. New items unlock as you gain levels, not job levels like skills in most other jobs. The gold prices of items have been drastically changed to match the amount of gold you earn at different levels. Non-chemists can use healing items at full power, but they take two rounds to use if you're in battle at the time. Chemists (and players with item set as their secondary command) can use them without the extra round of cooldown and without using up an item; the healing is essentially free. New explosive-type items that damage enemies were added, and can only be used with access to the item skillset. At higher job levels, the job gains a few buff skills that don't require items. Also note that you can no longer use items unless you've actually learned the skill, so you'll need to spend a little bit of time in chemist every 25 levels to unlock your new potions and ethers if you want to be able to use them.
Players have had their chemist and archer AP refunded to spend as they like.
Archer's skills were designed to make sure it feels different from marksman while still feeling like a bow-and-crossbows-using job. Charge Attack was redesigned and now deals heavy damage based on the number of attacks you would have dealt if you weren't charging, and Animals is hopefully an exciting new skill that summons random animals and deals damage passively over several rounds; new animals are unlocked as you gain job levels. Its ultimate skill, X-Fight, is now a powerful random-target attack like you remember from Final Fantasy 5.
Chemist is very different from before. New items unlock as you gain levels, not job levels like skills in most other jobs. The gold prices of items have been drastically changed to match the amount of gold you earn at different levels. Non-chemists can use healing items at full power, but they take two rounds to use if you're in battle at the time. Chemists (and players with item set as their secondary command) can use them without the extra round of cooldown and without using up an item; the healing is essentially free. New explosive-type items that damage enemies were added, and can only be used with access to the item skillset. At higher job levels, the job gains a few buff skills that don't require items. Also note that you can no longer use items unless you've actually learned the skill, so you'll need to spend a little bit of time in chemist every 25 levels to unlock your new potions and ethers if you want to be able to use them.
Players have had their chemist and archer AP refunded to spend as they like.
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