Boons Overview

Boons are probably the single most controversial part of BatMUD. Players don't get the opportunity to buy or earn task points all that often, and the boons that those taskpoints buy give a very sizeable boost to a character's power. Officially, it's possible to participate successfully in every part of the game without them, though I'm not sure how many people actually buy into the idea of an entirely unbooned party being able to kill Stifsim. Regardless of your opinion on the matter, boons are here to stay, so you may as well have some idea of what's out there. The task point requirement for each additional boon ramps up quickly as you get more, so there's some level of restriction on them, but players can and have donated thousands of dollars to get seven or more full boons.

Boon information

Improved spells/skills give I think +1.6 for every 10%, rounding down if below 50%, and up if above 50%.

More attributes give +4 per 10%

The alignment ones are legacy boons, from back in the day when it was actually hard to maintain an alingment. They're curretnly useless, but it is probable they help one resist flip and similar spells.

I think full improved resist any gives 10% resistance to all damage, unknown if it influences harms.

Resist damagetypes are said to help with racial phobias, such as wolfman fear of fire, but I've heard this is much less reliable now. I don't know the exact resistance offered, but it's probably somewhere around 30-40% resistance.

Improved combat speed is currently one of the most beneficial boons for any tank.


Last modified on: November 01 2005 12:51:35