lycanthropes

Each form's special attack, from boar and onward, costs increasingly more mental, but does increasing damage. Wolf, warrior, and dragon all share the same attack, Mutilate. Mutilate is unique in that with higher dexterity it is possible that the attack will chain into a second hit;. However, the second hit will spend additional mental. The damage of these attacks is enhanced by strength.

WereDragon form has three separate forms you may choose from: Fire, Storm, and Frost. Each brings it's own unique breath attack in the appropriate damage type (fire, lightning, and cold, respectively) damaging all targets in the room. Additionally each specific dragon form has a unique set of damage resistances and weaknesses to match their element.

Fire Dragon:

Cold [ --------| ]

Fire [ |++++++++ ]

Storm Dragon:

Cold [ -------| ]

Energetic [ |+++++++ ]

Fire [ -------| ]

Lightning [ |++++++++ ]

Water [ --------| ]

Frost Dragon:

Cold [ |++++++++ ]

Fire [ --------| ]

Some other forms also have additional resistances:

Wolf:

Cold [ |+++++++ ]

Fire [ --------| ]

Rhinoceros:

Blunt [ |+++++++ ]

wereboar

Fire [ --------| ]

werejaguar

Fire [ --------| ]

werebear

Cold [ |+++++++ ]

Fire [ --------| ]

werecroc

Energetic [ --------| ]

Lightning [ --------| ]

Water [ |+++++++++ ]

weretiger

Fire [ --------| ]

Form power is determined entirely by sacrificing weapons and armour.

Weapon sacrifices are broken down into different categories called "shards": "Courage of Mice", "Wit of Rats", "Gait of Hares", "Flight of Ravens", and "Voice of Lions". Higher quality weapons fit into higher categories. Different forms require different combinations of these sacs to reach their potential. For example, a wereboar requires 3 mice sacs and 2 rat sacs; where a werewarrior requires 1 mice, 2 rats, 3 hares, 3 ravens, and 1 lion. If you have all those shards full, you receive 100% of that form's attack power. However, using bear as an example, which requires 2 mice, 3 rats, and 2 hares: if you only have 2 mice, 1 rat, and 1 hare, then you are only filling 4 out of the 7 required slots and you will get only 57% of the werebear's potential damage.

As for armour, each form requires a certain amount of armour that varies from form to form, depending on how much protection that form grants you. In the case of armour sacview <form> will tell you how much a form requires (just like it tells you what weapon shards you need and what % you're meeting for that form), and you need to have at least that much stored up to gain the protection from that form. Having tons of extra armour sac doesn't add to your protection, it's just stock that allows you to make that many more form changes.

Rage is a "toggle" ability that can be activated in combat while in any form (including human). Its cost and effectiveness varies from form to form. Every round it's active you lose a very small amount of mental, and it increases your attack speed, and slightly increases damage.

Regenerate is another "toggle" ability that can be activated in and out of combat, but not in human form. Again, its effectiveness varries from one form to the next. It costs a small amount of mental per round, and heals you for a small amount of physical per round. You cannot regenerate damage receieved while in human form, and have a limited ability to regenerate damage from non-physical sources (damage types other than sharp, blunt, pierce). Regenerate is enhanced with constitution.

Every form can use "bite" which is basically a spell attack, costs a small to moderate amount of mental, and does a small amount of damage. (this is mostly useless). Damage is enhanced with strength. After around 40 str you can actually deal a smash with bite.

Each form from boar and on has a unique special attack that costs increasingly more mental with each form, but does increasing damage. Wolf, warrior, and dragon all share the same attack, Mutilate. Mutilate is unique in that the more dex you have, the greater chance you have of it hitting twice instead of just once. However it does cost additional mental for the second hit. The damage of these attacks is also enhanced by str.

Most forms also have 'nightvision' an innate ability to see in darkness.

Any lyc guildlevel 25 and higher (the guild level for lesser werewarrior (requires a character level of 17)) is able to use swarm. Swarm costs a moderately high amount of mental and summons a swarm of bats to the room which acts as a hold against your target. It also slightly slows the combat of all other enemies, and even non-lyc characters in the room.

Lycs also have a (rarely used) ability called "jawlock" which causes a target to focus his attacks on that lyc, instead of any other players helping with the kill. This has existed because lycs were always thought of as "pack hunters" and this ability helps to support that.

Finally there's "moonbag". Which for a large sum of mental allows you to create a bag that will hold a few items for you, but will last for your entire login.

There have been several subtle (and some, not so subtle) changes to lycs that affect these stat effects since this was written:

Stats:

Str: The primary stat, affects special attack power. Also, affects damage and carrying capacity.

Dex: Serves no purpose but to affect offensive and defensive components of combat. Draw your own conclusions. You're all too stupid to listen to me about this one.

Int: Adds to mental capacity. More mental means more rage and regen.

Con: Essential stat. Also, enhances regen ability. I recommend no less than athletic(40).

Wis: Essentially worthless. Boosts magic resistance. Slightly increases moonbag capacity.

Cha: Let's you take care of yourself in the shops and pubs, also makes buying at halfway somewhere between easier and possible. Totally personal preference on this one.