I've been mudding for seventeen years, and never in all my time have I found a game as deep, provocative, and amazing as Daedal Macabre. It can't be done. Nothing will ever replace it. With that said, do not play this game. Leadership and development have been turned over to the most passive- aggressive and hypocritical player I have ever encountered on DM (and that's saying something). Without getting into specific situations, his leadership has caused the loss of every other coder and player- interactive immortal, as well as a serious drop in player counts; for a MUD that used to boast 50+ players, DM is lucky to break ten anymore. Player complaints and suggestions are met with nothing more than a counter-complaint that 'players whine too much' and, instead of player suggestions directing DM's growth (as has always been the case), his personal agenda directs all change and development. It's a shame to see the most amazing game I have personally ever played being pile-driven into the ground by such actions. This is why I urge players to avoid Daedal Macabre. It is indeed an addicting game, one the original owner would describe with an analogy to pumping crack through your keyboard into your fingers -- and I entirely agree. After realizing the glory of the game itself, watching it slowly crumble to dust is too much to allow anyone to truly enjoy such a wondrous place. Until things change for the better, I strongly suggest you avoid this game.
– MudConnector.Com Review (Archived) by Gahojan on Nov 21, 2009
Daedal Macabre has LONG been home to me for mudding, for about a decade. This mud has undergone so many changes that there is no possible way to describe them all in one player review. This mud is no where near stock rom 2.4. The code is so build up that it's ridiculous. There are so many things to do and so many rooms to do them in that it boggles the mind. The rp is open ended, pk is intense, and the customization you can do with your equipment is quite possibly endless, due to the 120+ materials we have spread throughout the game usable for crafting items. Mine ore, cut trees, or collect and tailor capes/cloaks to create completely custom eq tailored to your character's needs. There is no end to the types of characters creatable in DM, as there are 18 classes, 15 dragon types, and 60+ other races, including unlockable races. We're gaining momentum as of late, and rebuilding our playerbase nearly from scratch after some server issues (which have been otherwise stable for a decade), though the players that have been here a while are all friendly and willing to help at the drop of a hat. We've got a new website in the works, with a cleaner interface and much more information than ever before. We're the best mud out there and we want everyone to know it! So drop by, check us out, but beware! You may never be seen irl again....
– MudConnector.Com Review (Archived) by Telliri on Sep 22, 2009
I have been playing this MUD for the past 7.5 years ish. In all my years I have seen many changes: character accounts, new remort races like incubus, succubus, treant, deva, drider, illithid,lich. Then new classes were introduced like merchants, a reclass: phoenix. One of the most enoyable experience is that this mud has a variety of classes: fighter, paladin, ranger, monk, caster priest, heal priest, wizard, necromancer, psionicist, bard, merchant, assasin, thief and druids. For me, I usually play rangers and merchants. Rangers are fun with the nifty hunt skill to track ppl down as well as mobs. Merchant, however, is a challenge, after putting effort to make my merchants(3) good, its good to know that people want the stuff you make. It's all in good fun though. That reminds me, we have dragons! We have 15 types of dragons, each align (good,neutral,evil) has 5 types of dragons. Each dragon has its own disadvantage as well as advantage. Not to mention, each dragon has their very own dragon breath...a useful weapon. That reminds me, monks are good too..there are different combinations of tactics give different results. Just recently they have added stances, which the hidden dojos have to be located, learnt and then finally mastered. Each stance has its own attack and defense. An interesting feature. We also have our own customised forging system where we have a long list of materials to make clothes, armor, jewellry, weapons and also woodwork(arrows and those kind). Other than those nifty features, they have a questmaster mob where you can buy nice things to spice up your pk-bility. They have digging and fishing skill where you can find nice stuff like catching a kraken :D . Imm-run quest are often found and are held daily. Usually small to medium quests on weekdays and large ones during weekends. All in all, its nice fun.
– MudConnector.Com Review (Archived) by Gertbegvagen on Dec 9, 2006
I am new to Mudding, well, kind of new. I had not played a mud in about 8 years when I was introduced to Daedal Macabre. I play a merchant here...I absolutely love this game!!! It has something for everyone. There are a multitude of races and classes to choose from. Everything from Merchants to Dragons. If you are looking for a medieval style Mud with some diversity, this is the place. The players are amazingly helpful, and the game is very character friendly. There is a huge map to explore. I've been playing here for going on 5 months, have several characters, and still have not explored even half the map. So if you are looking for a mud to kick back and enjoy the game this is the spot. Everything from fishing, mining, quests, then this is a Mud for you. Armor is customizable, as well as weapons and jewelry. There are pets that can gain experience. I can't say enough about daedal macabre...it is definitely addictive. So give us a try!! We'll be waiting
– MudConnector.Com Review (Archived) by Gimlith on Dec 2, 2006
I've been at Daedal Macabre for over 6 years, and it's still fun. The people there are great, as long as you give them time to not be sarcastic. Sarcasm is necessary though. My life has ended and started with this mud, I've found friends that I'd mention in my will, if they didn't pk me the day before. Not your traditional mud. So many different things you can do. Almost everything has rewards and benefits and can help you in a different way, that even I don't know. 6 years and there are a ton of things I don't know yet. Secrets about special things actually remain unknown to the majority of the playerbase. There's always something to learn. Always someone to talk to, if nothing else. There are people who will actually listen to what you're saying and not kill you for taking your guard down. Although, there are still those that will. You can't get away from a healthy amount of violence and greed, killing and stealing. Yuki the owner of the mud has created something special here. He's spent over 20 thousand hours on this mud, over 8 years. Anything that has been looked after that much needs people to appreciate it. Take the time to check it out. If nothing else, you'll see some- thing different than anywhere else. There's a good chance you'll enjoy yourself. Glenn, player.
– MudConnector.Com Review (Archived) by Glenn (Maro) on Oct 22, 2006
Hello just wanted to let everyone know about this great mud. We have just gone through 50 changs or so with code new materials and combat skills.SO if you come on as a newbie you wont be so far behind. ALL equipment stock and player forged was just changed.Also we offer about 70 begining races that all have vulns/resistances and vastly different stats.we havd 10+ class and a few remorts and a reclass.The remorts and recalls are not uber pk'ers just and extention of the game.meaning you never have to be one to be good.Also we have dragons that age and are really neat.If you are bored of your mud or massive pking for no reason check us out. Oh and a few more neat things. Mages can restring spells names and damage types. you can level by mining,fishing,digging forgeing and good ol mob killing.we offer quests immy run and npc run with nice items as rewards.I hope to see you in game soon. Lexel
This is one of the best MUDs I've played in a while, and I've played a fair amount of them. I especially love the customized forging aspect of the game- you aren't forced to conform to some stupid "forging patterns", rather, you get to forge an item with a unique look-description. The mining system is excellent, though the only thing I think could be improved about it is to make it so you can open an actual mineshaft rather than puttering around on the surface. The RP is top-notch, the immortals are helpful, the players are generally nice, and the world is beautifully crafted and implemented. I especially like the pets and mounts, which you can restring via an immortal to anything you want. Think sprite paladins riding around on giant dragonfly mounts. Be what you want to be.
This Mud rocks. Everyone is so willing to help you out if you have any questions or problems, and though it is serious in some aspects such as role playing, it's a lot of fun and many a great conversation goes on OOC while fun is being had in character. There's no other mud for me. Thanks to everyone who makes it possible!!
I just have to note about Daedal Macabre. I love this mud. It is my first mud, but my boyfriend has me hooked. He has been mudding for years, of course. The other players are helpful and humorous. During the time when I was new I had gotten random free things even to help me out. The Immortals (coders) are always trying to make things better on the mud too. I find to always have fun on the mud. I am always learning something new, well maybe because I am new, but you ever know.
Probably the best mud I've ever played on. Lots of races/classes and a system that ensures balance. Lots of customization for the player. JT
Hello first off I want to say the mud ahs been down for a bit due to server problems. The new connection is 24.208.136.15 port 9000. Ok now to the good stuff. I have played almost all the top 100 muds at this site at one time or another some for a 1000 hours some for 10 or less. The ONLY mud I play now is DM. I have been here for well over 1000 hours and still learn something almost everytime I log. We have 70+ races all are unique with stats that mean something. All but humans have vulns/advantages. The races include Dragons with 15 different kinds(not recommended to newbies). Also devas,abashi,leperchauns,quicklings,nymphs(3 kinds) and many more not seen on other muds. We have several remorts and a reclass Phoenix. About 14 classes and most all spell casters and psions can restring their spells do do different damage and spell names. Meaning if you dont want your basic fireball spell you could change it to say sonic boom and make it do sound damage or change magic missle to do water damage (drowning) name it water blast. So the rp and customization possibalites are endless. Some skills are changed from stock for instance kick can be a command or for some classes its auto plus a commandable syntax. At creation you can pick perks/disadvantages to customize your character and all skills/spells are picked useing creation points (cp). Also merchants dont rely on mob killing to level and ANY class can level by fishing,mining,or digging. Also you can restring stock eq or forge your own at the NPC forgers or have a PC merchant make you a set. Armor can be made to give resistances to vulns and anyone with some effort put forth can figure it out. You can make a set of eq for a wizard to increase their spell power or a fighters eq to reduce magic damage or any combonation for that matter. The possiablites are endless here. Skills go up slowly here but leveling is easy and we dont have 10000000000000000 levels just 51 ;). I have always said if you cant get it done in 50 or levels you wont. Meaning I hate muds with 100 levels and 20 remorts or teirs to be good. I am not very good at explaining this or writeing review so I will end this one now with this. If you dont check DM out you are missing out :) P.S my alts are Kinjin,Trebek,Oggar so if you log and need help send me a tell I will do my best.
I can't begin to give enough praise for this MUD. It's had it's ups and downs over the years I've played here, but it has always been the one MUD I keep coming back to. We had a period where there wasn't a whole lot of updates and the coders weren't terribly active, but with the return of Yuki(The owner) to running the place, activity has soared! We get changes sometimes 6-7 times a day, fixing what bugs there are and constantly adding new things to the game. New areas have been less common, but this is mitigated by the -huge- world that already exists. There are a few times when things feel a little unconnected between areas, but I've never seen a mud that completely overcame that problem, so I still rank this as one of the best. Interesting features that keep me coming back for more - - Real, playable dragons! You need a certain number of hours on the account for them, but they're worth it in roleplay. These guys are also high on the list to get some love in the future's improvements. - PC Merchants and a complete forging/jeweling/tailoring/ woodworking system! I'm not patient enough for it myself, but many improvements have been made here as well. - NPC forging for those of you who don't want to hunt down PC Merchants! ... Again, I tend to fit into this category. NPC forging is based on the NPC level, just as player forging is. - A variety of interesting clans, with some possibility for the idea of purely player crafted subclans! Competition can get fairly rough at times, like with clan Morbus and Avares, currently warring over dominion of Brengaard. - A large variety of remorts including driders, treants, devas, succubi/incubi and phoenixes. This is, of course, in addition to a tremendous list of base races to choose from. Last thing I'll say about this MUD, where I've played for well over five years. We are -not- a MUD that hosts 100+ players 24/7. I've seen us with more than 30, but even that's an exception. So if you're looking for a cozy place with a great system, we're your spot. If you want a world filled with other players, then you might drop by to see us, but we're not likely to be overrun. Our playerbase always rises in the fall and winter, so if you like it busy, now's the time to play. -J.A.
Okay, so I finally got around to looking at the mud connector for Daedalmacabre, just shy of my three month mark as a player. And what do I find? A bunch of reviews by the old blood, without much comment from new people like me. So I'm going to remedy this with my own barmy review: I haven't seen all the muds out there, but Dm has nice, logical commands, a ton of classes and races, helpful people. I've even gone through a cat and mouse chase with someone who was pking me while chatting with him oocly. But seriously. Aside from one or two jerks, everyone's friendly, and on top of that, the games pretty fun once you get past that first bit of 'hmm..what am I doing...'. Ya hear me, peeps? At least rough it out to being level 6, before you quit and decide it's not for you. I mean, any mud is going to seem odd when you switch onto it. So ride the wave and try Daedalmacabre today. Or I'll come find you. (flex). Okay, rant over, now go try the darn thing! daedalmacabre.org port 9000.
– MudConnector.Com Review (Archived) by Auhsoj The Modnar on May 25, 2005
While this mud is usually stable its down righ now so i will write a review to pass some time. I have been playing for a little over a year and EVERY time I log on I still learn something new. The learning cuvre is high but fun. Their are so many variables in the equipment it can take many hours to figure them out. But when you do its well worth it. Many skills and spells do mulitiple things like kick is a typed command and its also auto something I have not found in the other 20+ muds I have played and their are mnay more examples of this throught out the game. Some areas are stock but are modified in some way. Every character is unquie because you cna pick perks and disadvantages at creation. Thier are no power combos but some are better choices than others. We have like 70+ races and 20+ classes some must be earned and all are fun to play.The merchant class is almost 100% skill leveling so you dont have to kill mobs to level and they are done quite nicely. This mud pays out big for those who explore and play one character for a length of time because it can take 100+ hours to max all your skills. So if you like to get into a character fully this is the palce for you. I could go on and on abot all the differentthings you can do but I really just suggest you check us out.
After roaming the lands of Thera for quite a long time now, picking the pockets of the less-than intelligent beasts of Thalos and Brengaard equally, my hyperactive nature has finally led me a long and well-deserved retirement at the spas and saunas of Westermark, that city I love so much. In between rub downs and chocolate candies, I've realized that what I need to leave is a record of my time here, in order to chisel my story in paper and ink rather than the backs and spines of my opponents. So here I sit, pen in hand, and wait for inspiration to strike. It has always been well known that I am, was, and always will be a thief, robber, pickpocket and cutpurse, say what you will. One of the best there ever was in Thera, the 'Queen of Thieves' in title and action. Perhaps my Quickling race assisted my rise in this field, as my unrivalled agility and reflexes often left my targets looking like they moved in slow-motion as I had my way with them. Or perhaps it was my native cunning and wily nature, which served to bend many of these unsuspecting chowder-heads to my will, such as when I hosted a beer party Darkathias, the Fire Giant city, only to rob the patrons blind when they were well and truly sloshed. My stealthy tread and knack of remaining just outside the sensitive view of even the Tabaxi race of Thera, those curious 'Cat People' helped me to avoid contact when I wished, and allowed me to initiate a fight or a little purse-lightening on my own terms. For even with the hardiest-forged blades in Thera, made by the master merchant and Artisan Frode Finnbogi himself, it was rare that I could take down the Stone Giants, Paladins, and other titanic brutes of the lands with even three of my quickest blows. Instead, I would apply my poison just so, strike quickly, and fade away into the night, hoping that my mark might make the fatal mistake of allowing his maggikkal protection to fade away and then come back for the kill. But of couse, killing was not always what I had in mind ... more often my aim was truly to sift through my mark's belongings at my leisure, taking whatever was of most interest to me (usually the shiny, exotic stuff). When I think back over what may have earned me the most fame, it must have been my cutting tongue over even the keenness of my daggers. Most often it was the Drider-born, those despicable giant drow-spider monstrosities who were the target of my invectives, although the brain-sucking illithids with their squiggling tentacles and unwelcome telepathic advances came close behind. The whole of the now quiet Barbarian clan were often withering at the end of my jibes, as were the scrawny spriteling-wizards of the now-toppled Tower of Warlock. But new groups are even now arising to take their places in the lands ... clans with new names like Nocturne and an awakening of the strange Church of Morbus, many of whose members have always been just a little too queer for my tastes. So what else is there to say? With my pet mongoose (one of the most unique companions in Thera) and trusty pack mule to carry my booty I roamed the lands for many a year, wreaking havoc and having a delightful time. I built my house on the shores of the Dragon Sea, a cozy dwelling with a simply gorgeous view of the sunrise and a decadent pink shag carpet, and even convinced Laceron XXXIX, the fat and notorious snow-elf, to allow me a shop inside the grounds of his Casino, bringing in even more coin. There were even a few romantic moments, as many of the most handsome and intriguing denizens of Thera were attracted to my greatness as moths to a flame. Yet there was one forever unrequited ... a union just not meant to be ... but now I digress. So if you happen to walk the hallways of forgotten Moria, or play with the basilisks of Perspective, or search for the Kraaken of the deepest seas, or slaughter your way through the Hospital of the Tinkers, remember my story, and watch your back. For to be a thief is a noble profession ... the highest skill ... indeed, an art. And who knows? I just might shake the dust from my limbs and climb out of this toasty jacuzzi and see what you might have to offer. Yours truly, Shing Khor aka Miss Khor ~ Queen of Thieves
– MudConnector.Com Review (Archived) by Shing Khor on Apr 9, 2005
After roaming the lands of Thera for quite a long time now, picking the pockets of the less-than intelligent beasts of Thalos and Brengaard equally, my hyperactive nature has finally led me a long and well-deserved retirement at the spas and saunas of Westermark, that city I love so much. In between rub-downs and chocolate candies, I've realized that what I need to leave is a record of my time here, in order to chisel my story in paper and ink rather than the backs and spines of my opponents. So here I sit, pen in hand, and wait for inspiration to strike. It has always been well known that I am, was, and always will be a thief, robber, pickpocket and cutpurse, say what you will. One of the best there ever was in Thera, the "Queen of Thieves" in title and action. Perhaps my Quickling race assisted my rise in this field, as my unrivalled agility and reflexes often left my targets looking like they moved in slow-motion as I had my way with them. Or perhaps it was my native cunning and wily nature, which served to bend many of these unsuspecting chowder-heads to my will, such as when I hosted a beer party Darkathias, the Fire Giant city, only to rob the patrons blind when they were well and truly sloshed. My stealthy tread and knack of remaining just outside the sensitive view of even the Tabaxi race of Thera, those curious "Cat People" helped me to avoid contact when I wished, and allowed me to initiate a fight or a little purse-lightening on my own terms. For even with the hardiest-forged blades in Thera, made by the master merchant and Artisan Frode Finnbogi himself, it was rare that I could take down the Stone Giants, Paladins, and other titanic brutes of the lands with even three of my quickest blows. Instead, I would apply my poison just so, strike quickly, and fade away into the night, hoping that my mark might make the fatal mistake of allowing his maggikkal protection to fade away and then come back for the kill. But of couse, killing was not always what I had in mind ... more often my aim was truly to sift through my mark's belongings at my leisure, taking whatever was of most interest to me (usually the shiny, exotic stuff). When I think back over what may have earned me the most fame, it must have been my cutting tongue over even the keenness of my daggers. Most often it was the Drider-born, those despicable giant drow-spider monstrosities who were the target of my invectives, although the brain-sucking illithids with their squiggling tentacles and unwelcome telepathic advances came close behind. The whole of the now quiet Barbarian clan were often withering at the end of my jibes, as were the scrawny spriteling-wizards of the now-toppled Tower of Warlock. But new groups are even now arising to take their places in the ......
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This is my first review as well. When i first played Daedal Macabre, I was in awe of so many different choices I could make. I was even more astounded by the friendly player base and the imms who work hard on the mud. I have been mudding since Summer of 2002 and only found two or three muds worth playing, and I must admit, DM has taken its place as number 1 on my list. Between the roleplay, imm based quests for everyone to compete in, or just having fun playing your character, this is a great mud. Ariacron
Daedal Macabre is the complete experience as a mud. A fair, balanced game with a friendly playerbase, and helpful, fun and often playful immortals. Roleplaying is very much encouraged, and very present in the game play and all PK is based in the RP. Twinking is strongly discouraged. That said, the PK system is very very balanced, and extremely strategy-based. If you can create a character well, gear him well and devise the proper strategy, any given class can take down any other class. No character is too strong to put down and you're never behind the 8-ball so to speak. Experimentation and curiosity are needed here. If you want to explore a mud, to really be a student of it, to learn and develope your skills as a mudder, this is the place for you. If you want to constantly find new challenges, to play a game that evolves through time, a game where what worked a few months ago very well might not be so successful any more, requiring an adaptation of your own style and tecnique, this is a great place for you. If you want to log in and play a mud with a loose, laid back and friendly environment, where you can RP, PK, explore... and then maybe just sit back and chat a little with some cool people, make a few friends and feel like a part of the OOC community, this is a great place for you. If you like spontaneous immortal-run quests, trivia games, hide-and-seek games, tag-games and other such things, this is a great place for you. If you're interested in being able to forge equipment from a materials table of literally hundreds of things, each with different statistical benefits and drawback, this is a great place for you. In fact, if you're really into that... you can even play a merchant... you can devote yourself to the gathering of materials, and the honing of your own skill to make weapons, armor, clothing, jewellery, wooden items such as arrows and fishing rods, and make a fortune, this is, again, a great place for you. Daedal Macabre offers so many options, so much depth and so much potential fun and enjoyment, it's worth a few hours of your time to check it out. Trust me. I've probably logged in the vicinity of 3,000 hours over the last 5+ years. And I'm still learning, still growing, still adapting to things. I've played other muds, figured them out inside of 20 or 30 hours, and been able to dominate the vast majority of their playerbase. That's no much fun. If that's what you want, this might not be the place for you. If you want to play a game that will inspire you to become better, that will challenge and stimulate you, Daedal Macabre is the only place for ya.
A great place to hang out. Been here for nearly 5 years and still like it. Recent additions include a customizable merchant where you can pick to make gems, weapons, armor, clothes. Dragons! 15 different types of dragons to choose from! Each having own specialties. Many races and subraces to choose from. Quests and rp often conducted.
Daedal Macabre! Tons of races! Competetive and balanced PK! A full scale Merchant class! Customizable spells, weapons, armor, jewelery, clothing, arrows! Remorts available! Maturing Dragons! Monks with street fighter-like combo fighting capablility! Thousands of hours of enjoyable gameplay! Limitless possibilities! So give Daedal Macabre a shot... or the terrorists are winning!!
Plain and simple, this is one of the most enjoyable muds you're going to find anywhere. It's the most enjoyable mud I've found, period. If you enjoy a challenge, and I mean a constant, undying challenge, you'll grow to love this mud like I do. The classes are constantly kept in balance and as a result PK is extremely interesting and hugely strategy-driven. For example, sure your Drider Assassin can backstab off 70% of my hp in one shot... but do you have the melee capability to finish me off before my deva monk hits you with his palmstrike, and then holy smites you, hitting your vulnerability to holy attacks? How are you going to knock off that last 30% of my hp... before I spank you? Yes, your stone giant fighter is bulked up to the max, and sure he's got great DR, but how are you going to compensate when my sprite necromancer comes at you with several strong charmed-mobs, dispels your protections and starts slamming you with his customized spells, their names and damage-types completely customized with our 'studying' system? Daedal Macabre has been consistanly, and remains among the most competitively balanced PK muds you'll ever find. My main character, Weifang, the aforementioned Deva monk is 470 hours old... and can still be completely OWNED by a newer character, with only 40 hours, a good set of gear and a solid strategy. The only limitation on your ability to make an elite character in the PK game is your own knowledge, strategy and execution. The more you learn, the more you experiment, the more you play, the better you get. I truly believe that, and it is the truth. So if you're tired of playing muds where everybody else is stronger and better than you... because they've been playing for the last 5 years... they've got 3200324832097403247 gold, and 230978409423320489 hp, with hr/dr of 234784390832403492 and you KNOW you can never catch up.... You might definately want to give DM a try. Every character starts on a level playing field, and everybody's got a pretty equal chance to find eliteness in the PK system, again, based purely on what you're able to learn and figure out.
Hello all and good day.I just want to take some time and explain what a good place this mud is. Frist off I will tell you a little about myself.I have been playing at DM for a year or so. I have never made a overpowered character or done anything amazing but that does not bother me.I enjoy the players,race/class combs and all the fun things to do here. OK now the good stuff. First off DM has several was of leveling. Ofcorse mob killing but digging,mining,fishing,spell studying and very slowly but you can level by questing. We have 70+ races 15 or so classes remorts and a reclass. Almost any combo can be "Overpowered" truely if you stick to a race/class combo you can make it good. The stats for each race make them unique and they mean something. BTW luck is important. Also we have perks/disadvantages to customize any character. Pets and mounts that level. Forgeable materials like nearly 100 different ones (never counted but their is a lot of them) Mages can restring their spell from name to damage type. So you can hit people Vulns for greater damage. A merchant class that is nearly 100% reliant on skill use for leveling after level 10. The world is huge and mostly original and whats not is FAR from stock. Oh almost for got the mats you use for you armor/jewelry/clothing can affect your spell power/meele damage and protection depending on what you use. Bottom line is I have played almost every mud in the top 30 right now for at least 40 hours and this one has the most to offer in my IMO so stop in and give us a try you may stay FOREVER mawhmawh written by a maker of sorry characters hopeing to recruit people sorrier than him to have fun with ;) KInjin/Shostag/Xier/lexo/Xai and a bunch of other crappy characters. PS If you see me or any of these alts and need help send me a tell.
Let me start by saying this: I love games, and strategy. I also love laughing my ass off, and diverse people by age and attitude. It's only natural that when I started DM in '98 I never left, and any other mud bored me. Arepee rox0rs, we all know that, but here's an example of sheer battle joy that one can muster playing DM: Iyunzusto is an Arcanaloth, a war-jackal demon of very high rank among the Yugoloth hordes; and target practise for the angelic and benevolent Avares clan of the light. Riddled with angels, Avares hunt and kill demons and those of the darkness. That's why it was such a joy to set a gigantic dragon-runed scabbard spinning wildly with a spell on the pathway to the Avares hall, striking any angel walking its path. I also summoned a small snake to the entrance of their castle. I returned to town, spraying fire and mayhem all over the road, and an angel or two. As they fled back to the castle for some Betadine and some chicken soup, I was notified of their location as I 'felt' my magical blades sinking into their neck. With a quick gate to the snake, I stood waiting with a soul-sapping negative storm unleashing it in their face just at the entrance of their safe haven, and their solid forms shrivelled like a great wyrm's member after too long locked away with Acies. Now whether it be strategy and death that calls you, or kinky sex between immortals and mega-dragons, you can't deny the attraction. So don't.
If you read reviews here, you probably saw my last one for this game. I just want to start by saying that I'm not some kind of paid PR rep or something. Some muds do seemingly have them. I do this because I've played Daedal Macabre for better than 5 years of my life, and I'm appreciative and enthusiastic about it. I want others to see and enjoy this game as I do, and I'm confident that if they give it a chance, they will. That said, I've spent over 450 hours on the character, Weifang. I'm going to tell you all a little (or a lot if I get on a roll) about him. Weifang was born human. Like you or I. He entered the game as part of a quartet of characters (that's 4, kiddies) designed with an RP purpose in mind. Weifang and his brother Hadgarn came to Thera to find friends, a married couple by the names of Turiyan and Naeri Caliga. All the involved were monks by trade, skilled hand-to-hand combaters trained and specializing in evasion tactics and sharp, quick and deadly attacks. All were good-aligned, with varied secondary alignment (chaotic, neutral, lawful). As they progressed, they went their varied ways. Turiyan and Naeri joined a clan called Rogue, a band of thieves and mercenaries, following some friends. Hadgarn and Weifang started out in a clan called Ethereal, a true neutral clan that realized the necessity of a balance between good and evil. Later on, all four would undergo a life-altering change. Following through on the RP that banded the group together, all four went on to remort to a race called 'Deva'. A Deva is a creature of absolute purity and righteousness. Something like an angel to put it into simple, understandable terms. Well, suffice to say, such creatures had no place in clans like Rogue and Ethereal. We all left and shuffled loose. Turiyan and Hadgarn bounced around clans like Apostle and Avares, evil smiting alliances of good characters, such as Paladins and, of course, Devas, Sephilims, Nephilims, etc. Naeri and Weifang found themselves aligned with a clan called Silvanim. Silvanim is something of a band of hippies. Forest-dwellers/lovers. They believe that evil concentrates itself around cities and they focus on protecting the forest and those who would choose to make their homes there. Weifang still calls this place his home today. He's served there for what would amount to 2 years or so of real-life time. There have been wars, defeats, triumphs and stalemates. Members have come and gone. Membership in the clan has soared at times and fallen off at others. These days, things are great. To tell you a bit more about Devas, there are three kinds. Monadic, Movanic and Astral. Each kind has it's own strengths and abilities. However, you don't get to choose which kind you'll become. You remort... and become a Deva. However, you don't learn your flavor until you reach the criteria for It...
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I played several MUDs before settling in to Daedal Macabre. I've occasionally tried others, but Daedal has kept me hooked and relatively happy for quite a while now. I'll try to highlight why I enjoy DM, and why I've played Daedal for so long in this review. A) Some strong features. There are many many small and interesting changes that have been made from the base ROM codebase. Some of the more significant from a player's perspective include: npcs that can forge custom equipment for you (properties based on materials used), player forgers who might be able to do better than merchants. Most classes have some major unique aspects, some are entirely new (consider monks, and their unique monk fighting for an example in game - it works a bit like a graphic-fighter where you string together fight combos and certain combos result in spectacular moves). Pets save with your character, and go up in level with you. It's possible for wizards to level via studying their spells, subtly changing them, rather than hitting things with swords as per most muds. Experience can also be gathered via foresting, mining, fishing, and healing. Several remorts are available, for the most part these offer twists rather then improvements on 'non-remorts'. Besides remorts, the available races list is significantly larger then most mud's i've played. Combat statistics on equipment are more involved, and logical, than most muds, with coded differances between the heavy armor available to a fighter vs the light armor a wizard could wear and the need to make well thought out trade offs on equipment, rather than simply wearing 'the best stuff'. B) General balance of classes, and balance between ancient and emerging players. Most classes fair well against some classes, and poorly against others, but there is no 'ultimate' class. You will notice if you play dm much, discussion about whether this or that is overpowered, but consider the fact that 'balance' is within reach - something not all muds have! Unlike some muds i've played, it is possible for a brand new player to become as strong as existing ones - there's little in the way of 'old no longer attainable equipment' that prevents that. The primary barrier to achieving parity with the most powerful is knowledge of the game. With knowledge, a new character can reach high power in a month or so. (But expect to spend more than a month learning how to do so!) C) A fair immortal staff. This point seems so obvious, but i've left a number of MUDs because I was sick of immortals cheating on behalf of their mortals or their friend's mortals. The original implementor of the MUD (Alex), if I recall correctly, sitebanned his brother for repeated attempted cheating. While real life has rendered him less active, and newer immortals now carry the torch, Alex's insistence on players being treated fairly and immortals behaving responsibly continues to live on. It's not so much a reason to play a MUD, but failure on this point can certainly be a reason _not_ to play one. D) The RP/PK/OOC balance. This comes down to personal preference. I certainly understand the attraction for some people to MUDs with no ooc channel. I recognize some people don't appreciate roleplay. Some people want a mud that's purely pk - or pk free. Daedal offers competitive pk, opportunities for rp, and ooc comraderie. Kheserthorpe, my main character, has killed and been killed, fought plenty of test duels in the arena, written books in the game, founded the dominant form of a major religion, led a church, and oocly made friends whom i've actually been willing to meet in real life. If that kind of mix sounds good to you, Daedal is certainly worth a try. Khes. (M'eshol!)
– MudConnector.Com Review (Archived) by Kheserthorpe on Dec 8, 2004
i have been playing daedal macabre for about 2 years now. when i first joined Daedal i was really stunned by all the nice players and immortals that helped me, first with learning the game cos it was the first mud i played, and after that i was really eager to learn how to roleplay for that was pretty new to me also, and many bouth players and immortals took theyre time and helped me with that also and i can say im not the sharpest tool in the shed so my guess is i was a real pain in the ***, but they still hanged in there and helped me whenever i had a problem. i have tryed to play some other muds, but no one of them has been even close to the tons of fun i have had on daedal. nor do they have had close to the same community. tons of fun might be a little hard to know what it is, so i will write some stuff down and ill put some facts on daedal in also. firstly daedal is a medival "RKP" mud with 10 race choises and 55 subraces example, race "solar" then you can choose to be eighter nephilim or a sephelim.(where race is solar and subrace is sephilim) and above that we have 11 dragon races AND some remorts. and we have about 15 classes that include paladin, necromancer, psionisist and an advanced monk class where you can write in how you want to hit youre opponent with "light punch, medium punch, light kick, medium kick and some more options" that can also lead to you finding a "hidden" combo of punches like nervestrike. and lastly we have a merchant class that specialises in the making of weapons, armor, cloth and jewelary. the pk part of the mud is choosable so you can choose to be nopk and only roleplay if you want, if you choose to be pk you have about 400 spells/skills to defeat youre enemy (not on one charakter tho ;)) if you are a more peacefull person there is still mutch to do we have fishing, questing, digging and mining and alot more. i can rant on and on about all the features on daedal but if you read this far i really think that you should come in and take a look and find out for youre selfes,i can promise that you will have a good time on daedal.if you dont you can find me in game and poke me in the ribs with our emote system ;) /// Kioro
I'll be honest right off the bat here, I've played Daedal Macabre for something like 5 to 6 years. I've had my good times and my bad times, I've come and gone. I've even tried at times to play other muds. I've even, at one point, completely quit MUDing. But for some reason, I always go back. For a bunch of reasons actually. From a coding standpoint, this game is absolutely incredible. The level of competetive balance in PK between races/classes is the best I've ever seen, bar none. There's a wide variety of things to do, from PK and clan activity, to quality RP, to fishing, questing, digging, mining and forging gear and equipment with literally hundreds of different metals, fabrics, gems and woods. The game boasts a merchant class that specializes in the forging and creation of weapons, armor, clothing and jewellery. Thanks to our Street Fighter addict Head Imp, we have long had monks that fight with selectable combinations (light punch, medium punch, hard punch, light kick, medium kick, hard kick, block, throw, sweep) and secret combinations like the undeniable 'nervestrike.' Currently, on my main character (I've got 15 characters, which are easy to manage thanks to the fact that we each have 1 account that holds an unlimited number of characters), I have over 420 hours over the last 2 years. In total, counting up the hundred or so characters I've probably played in the last 5+ years, I've easily logged over 3500 hours of time on DM, with no signs of stopping. Give the place a shot, you're almost guaranteed to like a handful of things you'll find, because there are so many options, and so much detail to the mechanics and handling of this game. Thanks all.
I have played Daedal Macabre for about 3 years now. I have endured many hardships during my stay. But the devoted immortal staff and unique and friendly player base that have become my friends made me stay :) Daedal macabre have alot to offer more orignal features then I have ever seen on any other mud. One of the best things are a totaly unique way for players to gather 60+ different materials to make thier own armor/weaponry. They have also recently made a merchant class that is really nice. They can gain all the experince they need to level from mining and making armors/weapons jewelry. There is 13 different classes and about 40 races. At hero level there is some remorts and reclasses availabe no multi classing though. The mud offers a detailed character creation with perks and disadds to make your character stand out. Daedal Macabre offers alot of original world to explore, while exploring you can stop by at lake or river and pull out your fishing rod to find maps/food and gain experience or why not dig for treasures and tokens. I can go on with small features forever that makes the mud one of a kind. I highly recommend this mud. Now is as good time as ever to come and join us. The clan system have just a few days ago been overhauled and new clans started. Beware that you may not need your real life after playing DM. Johan
Well my name is Mailyn (a.k.a. Richard). I'm a current player of Daedal Macabre. Recently our playerbase has been very short, due to all the other Muds around. But I am here just to tell you alittle baout Daedal Macabre. In our Dm there are numerous amounts of things you can accomplish, along with making new freindships within and out of the Game. We have possibly over 20000 different areas that include everything from Mob Progs to great area descriptions for ou Rp lovers. Our site has much to offer, being that it has around 13 to 15 differet classes that include being; Paladins, Necromancers, Monks (with combination attacks),Assassins, and so on. We also have many really cool Races, Remorts, and a Reclass, that include; Dwarves, Giants, Gnomes, the undead, ect... We hope that you will come check out what we have to offer, friendly Immortals that are constantly woring on areas and whatnot. Also we have many players that are willing to take time out of thier day to help you incase help is needed. To further help you I'll post the website for our Mud:: www.daedalmacabre.org:: So please come see us at the DM and perhaps you will be addicted for all eternity.
Well, I've been playing at Daedal for a long time, since I was about 16, so about six years now, I suppose. I've tried many a different mud, both before and after starting Daedal and, quite plainly, this is the only place that's held my interest for longer than a few weeks. The world is huge and beautifully built by a whole host of talented Immortals. There are more than thirteen class possibilities and so many races that I can't remember them all, including remorts and a reclass, with more expected in the future. The classes include such classics as fighters, paladins, wizards, and necromancers as well as merchants and a complete player forging system that is truly magnificent! Even if you can't get that elusive merchant to make your weapons, you can always pay the blacksmith in town to forge them to your order. Also, I'd like to mention that we have 15 races of dragons available for play once you have a few hours under your belt on your account. Why the delay? Dragons have much higher requirements and you'll probably regret trying one too soon. Also for those fans of magic-users out there, you can completely customize your spell list to have the effects you want. Why settle for a plain old magic missile when you can blast your enemies with a 'towering inferno'? Daedal is an RPK mud. We have roleplay, enforced to an extent, and we have PK, which is, as it always seems to go, a driving force in the game. While there are times, like in any other mud, when the two come into conflict, it's usually quite easy to find others with the same interests you have, wether those interests are the immersive roleplaying of a character or the challenge of destroying someone else. We have PK and NPK options with, of course, very loose rules on interactions between the two. Currently Daedal has a fairly large number of clans, not all of whom are, admittedly, as active as they have been in the past. For all that, they cover a large base of character ideas and there's great opportunities for fun among clans such as the Barbarians, Warlocks, clan Silvanim and of course, my own favorite, clan Avares. Currently Daedal's player base is a bit smaller than it has been in the past, at times we've had averages of 30 and up players, at the present time we're not really topping 20 for more than a short time each day. For all that, the place isn't nearly so much empty as just a little more cozy and personal, at least, in my opinion. Our playerbase picks up in the fall regardless and we're really looking forward into a good, strong infusion of new gaming blood. So if the place sounds interesting, stop on by; you're welcome to address questions to me, personally, just look for Felan and mention the review.
Arr and avast! We be celebratin' International Talk Like a Pirate Day at Daedal Macabre. On few other muds can you search the realm for buried booty, and chocolate-covered booty at that! Come by and be visitin the mud. We're friendly to new swabbies, and the PK keelhaulin' be fun fer all as well.
Arr..I be comin here to Daedal Macabre yeas' ago from bein introduced to it bya couple friends O' thy. I soon grew attached to thee Mud named Daedal Macabre, it suckin me in and not lettin go. I still be here learnin new stuff an enjoyin thee other pirates that play thee DM wit me. Aye! It be a fun Game wit all kinds O'excitin things to do, like go on quests for buried treasures, an learn how da Rp diffen characters. Like I be Rp'in this here Pirate Liak whom swabs his own decks and makin sure he be helpin eveyone he can be helpin, an be doin ye part in thee DM. So I be suggestin ye come see us, at Daedal Macabre, an be enjoyin our great site, wit alot O'many classes an be O'lot of Races to be studyin an learnin. Richard a.k.a. Liak the Pirate
I started Daedal in my first year of high school in 1998, making this nearly my eighth year there. I'm one of the most senior players remaining, and though I've tried to leave many times, I've never succeeded. This game is just too addicting and I've found too many good friends there. When I first started at Daedal, I was an experienced mudder already, although I had never been good at PK. That didn't matter. DM is so expansive and so different from most other muds, even other RoMs (although most stock areas are intact for those who like them, just updated and expanded a bit) that I was on the same learning curve as everyone else. The players were very helpful; I was having the unique forging system -- a keystone of the game -- explained to me within minutes, even having some of my gear created for me with their own money and materials. I immediately brought all my mudding friends onto DM. Soon, Wadsworth -- my home city -- became famous (infamous? Heh heh) for the variety of players we brought to the game. We even hosted one of the conventions for the game a couple years ago. It was one of the best parties I had ever been to, might I add. :) Woah, I'm ranting. I haven't written about Daedal in awhile. Anyway, come give us a try. I've played most other muds in the book, especially RoM muds. This is the best, hands down. From RP to PK, you won't find a better system. Arland.
When I joined the mud about 4 years ago it was new and confusing but , with the help files, helpful imms, and helpful players I got by with a breeze, you can be basically anything you want, 15 kinds of dragons with 6 different maturations, to being a deva, drider, incu/succubus, treant, not to mention you can quest to become anything you want. The mud is constantly up to date, the player killing is very well restricted. I started playing at this mud and i havent stopped, that has to stand for something.
Hello I have been playing here almost a year now and love it.I really can't say anything negative about this place other than its lack of players. We average about 5-20 players at any given time. I would like ti to average arond 30 all the time thats why I am writeing this review to maybe spark someones intrest into at least looking at us.Here are some of the reasons why I like DM so much.You can level by mob killing,mineing,fishing,studying and digging.Their are about 70 base races to choose from and yes their stats are VERY different from one another.We have 5 remorts and a reclass.DM features a merchant class that is very cool.They can forge,tailor,jewel or woodwork anything your little heart desires.Most muds its skills and the way you use them that affects PK here its the same but forged equipment here can affect your stats,power of spells, damage resestance and damage given.Its really complex and will take a while to figure out so dont power level to 51 and expect to be a PK god it WONT happen.THe classes are the basic one in other muds but the spells and prayers have some differnt affects here and all necro wizards and psions can change the name and damage type of their spells.Monks are also very unique.They attack in combos and some monks rae the only ones to discover a certain combo.So just check us out if you are tired of the mud you play now or are just looking for something different.
Daedal Macabre was my first - and only - MUD, which has managed to hook me for well over a year. Its playerbase is relatively small, reaching 20-30 players at peak, but well-knit, friendly, and definitely open to growth and new players. You'll be quick to make friends, and even quicker to get help when needed. The atmosphere is very casual and laid back - no awkwardness here. The world is massive, with a plethora of well-written, all-original areas. I've been an active explorer during my time there, and I'm still making new discoveries. The character creation system is unrivaled. Painstaking effort has gone into balancing the races and classes, as well as to differentiating them from each other. With over 70 diverse races, including 6 race remorts, 1 character reclass, and 15 breeds of dragons (who mature all the way from hatchling to great wyrm), the possibilities are nigh endless. The 15 classes are completely customizable, with an elaborate system of equipment creation to further enhance your character. Daedal's character creation system has been extolled by many of its players as the main thing that keeps them coming back for more. Leveling on DM isn't just restricted to mowing down fields of mobiles. Mage classes can study their spells, changing the names and damage types to whatever is their fancy, while gaining experience at the same time. All classes start with the ability to fish and dig, and can gain the skills of mining and foresting - all of which net experience along with whatever the skill is designed to harvest. Merchants have been designed specifically to level with minimum mobkilling, instead gaining experience through the progression of their trades. Currently, there are 13 clans, both PK and NPK, each with their own history, RP, style, and agenda. If no clans are to your taste, you can still join the PK system as a Loner, or Dragon if your character is draconic. If PK isn't your thing, you can simply choose to stay NPK, and still enjoy a rich and rewarding game experience. Daedal is a medieval fantasy RPK MUD, so roleplaying is highly encouraged and often expected, especially within the clans and in relation to PK. The MUD has an immersive history developed by admins and players both, that is changing by the day. Many of the great names you hear passed around are actually player characters - and could easily be yours one day.
Due to the low playerbase nowadays, I've realized that others need to read about our mud so they can realize that it's the only mud they really ever need to play. The problem was all the older players got lives or moved onto other things, therefore leaving no one to teach new people to the mud or at least be there for others to look up to and strive to be as knowledgable as they are/were. Without explaining everything Daedal Macabre can offer, I'd just like to say that they do offer an overly large amount of features and the like, new to the game or not. It's in need of new faces, faces who will stick with it and become the one's looked up to. I've been playing here for 5 years, almost 6 now, if I can count right. I've had times where I didn't have time to play, of course... other things got in the way. But I've played over 70 hours some weeks, and still wanted to play more if sleep wasn't needed to function. Thanks for listening to my nonsense, it may not have made you want to try us out. Surely, a peek wouldn't hurt anyone. It's decently easy to get started, even for no-brained folk like me. Have a good time. Sincerely, Me.
– MudConnector.Com Review (Archived) by Glenn on Aug 10, 2004
I have learned many things about Daedal Macabre in the two years that I have played it. When I first discovered DM I had been absent from any and all MUDs for about a half a year. I came back and began searching around for a good MUD to enjoy. I spent several days searching dozens of MUDs, most of them I disliked for either a lack of equipment saving upon exit, or a terrible PK system, or non-newbie friendlyness, or all of the above and more. So after several days of this and probably about 50 or so MUDs that I browsed I came upon Daedal Macabre. I began playing and was at once amazed by the very newbie friendly players. They seemed to enjoy helping newbs out and it was very helpful in getting me started up. DM doesn't have a very large playerbase, usually about 20 or so people on, but at once I realized that everyone knew eveyone else. They were all friendly to each other, talked about the game on OOC(Out Of Character) channels and helped each other out all the time. The eq system is great, creating custom eq is pretty easy once you get the hang of it and the stock eq is hardly lacking. The combat system is not far from perfect in my opinion, it is easy to understand. The questing system is also easy to use, though it does take some practice to actually get good at it. But unlike some other MUDs this one doesn't rely only on quest equipment. Though the quest eq is nice to have it is not in any means a must. Another thing about DM and probably one of the things I like most about it is the checks and balances system. What this means is that there is no one class or race that is superior to all the others. Each class is good at their respective things. Assassins are good against Casters, who are good against Warrior classes, who are good against Assassins and so on and so forth. That concludes my review. Ohh, on a rating of 1-10 I would give DM a 9 and a half.
Daedal Macabre is a role playing encouraged mud but it is not enforced. Many of the players put time and effort into the characters, developing a history and continuing an ongoing story line. A couple of things which are of some importance would be lag and stability. Daedal is hosted on its own private server, with a nice solid connection so lag is almost non existent. Stability is quite dependable with none of those annoying, endless loops preventing start up. If the game crashes and causes a loss of corpse, or corruption of pfile the imms are quite happy to restore from the latest backup. Race selection is great and varied and I don't have the space to list all of the selections here. One thing they Implementers have done is gone to great lengths to ensure that the races are distinct and not just altered stats. Each race has various resistances and vulnerabilities and it's only though trial and error that these become clear. In addition to the base races, there are several remort races including Driders, Treants, Illithids, Incubus and Succubus, and each requires a different method for gaining access to play them. In addition to the base races there is an interesting path that allows the addition of remort races. When certain criteria is met and the remort race is found, killing the creature will allow you to change into the new race. Each race has a unique language in addition to common, and questing allows you the option to create your own race via the restring token. Class selection too has a wide, varied range of choices, stemming from your standard warriors and mages, to necromancers, merchants and monks. All of the classes have had skills added and been tweak and for the most part in regards to class balance, each can hold their own. There is one entire custom class for Monks, which have been coded from the ground up. In additional to the normal skill selection, each monk has a unique combat ability, allowing the player to input a string of commands including various kicks and punches to come up with a unique attack. Mages, Necromaners and Psions have possibly the coolest thing implemented on casters I've seen in some time: Spell Study. What spell study allows you to do is take the basic spell you have and change the out put string to an entirely custom fit message and damage affect. For instance a simple fireball could be change from: Your fireball INCINERATES the orc! to.. You're rain of flame INCINERATES the orc. You could change the damage type to acid, poison, shocking whatever valid damage type your heart desires. You can string your protection spells from Armor to Bark-hide, or whatever choice you wish. You are limited by only your imagination. Merchants have now been implemented and can carve quite the market for themselves in the current economy. Auto forging allows a player to create mediocre equipment with whatever they...
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Well, with the influx of new players lately and talk of how great it would be to grow even more, I feel compelled to write a review. Mind you however two things. 1. This is a true review. Not just spouting out all the good things, nothing is perfect and I've taken it upon myself to nit-pick to dig up negative things. If I found nothing bad, I'd look harder. 2. I have a warped sense of humor. The ability to gain levels without any fighting. Yes this is present and works quite well, fishing, mining, digging and item creations for Merchants. There is one small flaw, good luck at level 1 trying to accomplish anything. No class can mine at level 1, by the time a merchant gets the materials to make something and the gold to create it, he's likely level 2 anyway. Now as for fishing, this is one of a handful of skills that can only be practiced up to 25%. It does however start above 1% so it is possible to get into fishing without spending a practice, however, I still bit the bullet and spent one just to give it a full and fair try. I created a level 1 character, bought some food, water, a fishing pole and worms. I fished and I fished, I ran out of money. Perhaps this was a fluke or others had fished out the small river near town. A few days later I tried it again with another new character, this time I bought no food or water. Well now, I caught a halibut and that was worth 5 more gold, I ran back to sell it, which bought me 10 more worms. More experimentation, minnow worthless, pollack and dwarf shark a few coins. 'You feel lucky. You found a clump of seaweed!' I really didn't feel lucky though, it wasn't worth anything. Ah now a trout and my fishing skill improved to 28%. Now I've got a few catches and am out of worms, but the shop is closed and I've no choice but to let the catches rot. I'm only down to 19 silver, not enough to buy any worms, and no other choice but to try digging. Digging, like fishing, can only be practiced up to 25%. Pieces of materials, random edible magic tokens (which are great), and worms among other things can be found. Let me say this, the really hot place will freeze before you have much success digging at level one. Dig, fail, out of movement so sleep several ticks. Summary of gaining levels without combat. It is possible and I enjoy the system of fishing and digging implemented there. It's just takes a bit too much good fortune to make that transition from level 1 to level 2 however. Dragons I did not experiment with. I have played this place for a long time, yet I remained sane enough to never attempt it. The powers that be great...
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This is game awesome, it is so addictive, i get up early in the morning to play, and late at night. I recommend would this game to anyone.
Fun fun fun! A list of things you can do at Daedal Macabre: PK, RP, RPK! Active players with history, direction and interaction. Hack-n-slash mob killing for leveling or.... use one of our alternative methods: Digging, fishing, mining, study spells to change their names, be a healer (yes you can gain exp from that too), play a merchant and discover other ways to level! Create your own custom eq. Yeah that's right. Gather material, buy it, or ask someone to make eq for you. (Special merchant class can make their own eq!) It's all customized! Or just hunt for stuff around the HUGE world we have. New areas are added frequently. Just added one last week and a new one coming out this week plus four more shortly after! Lots of puzzles, quests, things to do. More than half the areas have built in quests or secrets to find. Tons of combos for creation, total custom creation and.... lots of fun spells/skills for each class. We even have Rp skills! Remorts! Change into a treant, succubus/incubus, deva, drider, illithid. Discover yet another race, the rare tabaxi! Find out how you can obtain one. Create a dragon, the magestic beautiful creatures that mature over time from hatchlings into great wyrms. Various colors to play. So much stuff to do, everytime I try to list it all I always forget many things. Come check us out and find out what it truly means to fall in love with a game. Kyrene
I came to Daedal Macabre through TMC more than three years ago and have been there ever since. There is a broad range of things to do there, including custom forging of your equipment, remorting, questing, fishing and, of course, roleplaying. The world is almost entirely unique, with only one or two areas remaining from the old ROM 2.4 code. The player base varies from 10-45, depending on the time. The player base is very friendly, for the most part, and the immortals very active. New areas are constantly being added, including areas crafted specifically for roleplaying purposes.
– MudConnector.Com Review (Archived) by Brian on May 13, 2003
Daedal Macabre is a role playing encouraged mud but it is not enforced. Many of the players put time and effort into the characters, developing a history andcontinuing an ongoing story line. I'll start with the first couple of things a player is most likely to encounter as anew player, namely stability, race and character selection. As do most MUDs,DM suffers from the occasional crash but this is very rare. The mud is quite stable and not susceptible to a lot of down time. If the game crashes and causes a loss of corpse, or corruption of pfile the imms are quite happy to restore from the latest backup. Race selection is great and varied and I don't have the space to list all of the selections here. One thing they Implementers have done is gone to great lengths to ensure that the races are distinct and not just altered stats. Each race has various resistances and vulnerabilities and it's only though Trial and error that these become clear. In addition to the base races, there are several remort races including Driders, Treants, Illithids, Incubus and Succubus, and each requires a different method for gaining access to play them. In addition to the base races there is an interesting path that allows the addition of remort races. When certain criteria is met and the remort race is found, killing the creature will allow you to change into the new race. Class selection too has a wide, varied range of choices, stemming from your standard warriors and mages, to necromancers, assassins and priests. All of the classes have had skills added and been tweak and for the most part in regards to class balance, each can hold their own. There is one entire custom class for Monks, which have been coded from the ground up. In additional to the normal skill selection, each monk has a unique combat ability, allowing the player to input a string of commands including various kicks and punches to come up with a unique attack. Mages, Necromaners and Psions have possibly the coolest thing implemented on casters I've seen in some time: Spell Study. What spell study allows you to do is take the basic spell you have and change the out put string to an entirely custom fit message and damage affect. For instance a simple fireball could be change from your fireball INCINERATES the orc to.. You're rain of flame INCINERATES the orc. You could change the damage type to acid, poison, shocking whatever valid damage type your heart desires. You can string your protection spells from Armor to Bark-hide, or whatever choice you wish, you are limited by only your imagination. Last, but never least is the Dragon system. Dragons begin their life young, and work their way though a number of different stages, each stage growing more proportionate in power. Hatchling, to draconian, to Drake, to Dragon, to Wyrm to Greater Wyrm, each stage is more difficult in terms what...
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I play this MUD two years I still remember it as beening one of best I played in long time to this day. As for the dragons it going to take a long time for then creature to remort because of the power of creature. Try playing this mud it give a actually challenge
Duris is one of the oldest, most advanced and hardest MUD's in existence. Players have lost their minds, educations, jobs, spouses and credit lines playing this mud. Sometimes you have to set priorities and DURIS is quite worthy.
I've been playing on DM for about a week, and IMHO its one of the best MUDs ive seen. its got a relatively small player base compared to most ive seen, and everyone is quite friendly, so any questions you have almost always get an answer. The immortals are very friendly and are around often if you need anything. There is a lot of interesting conversations on the various channels you can join in on. In relative terms, its quite easy to learn how to play here, there are the obvious commands, and others that add a lot of fun to the game. you can almost totally customize your character, from room entrances, recall messages, say and osay formats, pet names and descriptions... and as mentioned in the main mud description you can forge your own weapons and armor by collecting different materials. The area descriptions are wonderful, and with proper imagination each area can come alive. With over 100 areas and more on the way, there is constantly something to do. There is also an integrated "questmaster" that sends you on quests. one for good align, and one for evil. with your questpoints you can buy special gear, and quest points are required to remort or mature. The dragon race rocks all, with 15 different species of dragon to choose from, each having different breaths and damage types, and 6 levels of maturity... from the lowly hatchling to the mighty great wyrm. You don't get to play these mighty beasts right off, but after around 20 hours of playing you can create your hatchling, and the wait is well worth it.
Daedal Macabre is a role playing encouraged mud but it is not enforced. Manyof the players put time and effort into the characters, developing a history andcontinuing an ongoing story line. I'll start with the first couple of things a player is most likely to encounter as anew player, namely stability, race and character selection. As do most MUDs,DM suffers from the occasional crash but this is very rare. The mud is quite stable and not susceptible to a lot of down time. If the game crashes and causes a loss of corpse, or corruption of pfile the imms are quite happy to restore from the latest backup. Race selection is great and varied and I don't have the space to list all of the selections here. One thing they Implementers have done is gone to great lengths to ensure that the races are distinct and not just altered stats. Each race has various resistances and vulnerabilities and it's only though Trial and error that these become clear. In addition to the base races, there are several remort races including Driders, Treants, Illithids, Incubus and Succubus, and each requires a different method for gaining access to play them. Class selection too has a wide, varied range of choices, stemming from your standard warriors and mages, to necromancers, assassins and priests. All of the classes have had skills added and been tweak and for the most part in regards to class balance, each can hold their own. There is one entire custom class for Monks, which have been coded from the ground up. In additional to the normal skill selection, each monk has a unique combat ability, allowing the player to input a string of commands including various kicks and punches to come up with a unique attack. Mages, Necromaners and Psions have possibly the coolest thing implemented on casters I've seen in some time: Spell Study. What spell study allows you to do is take the basic spell you have and change the out put string to an entirely custom fit message and damage affect. For instance a simple fireball could be change from your fireball INCINERATES the orc to.. You're rain of flame INCINERATES the orc. You could change the damage type to acid, poison, shocking whatever valid damage type your heart desires. You can string your protection spells from Armor to Bark-hide, or whatever choice you wish, you are limited by only your imagination. Last, but never least is the Dragon system. Dragons begin their life young, and work their way though a number of different stages, each stage growing more proportionate in power. Hatchling, to draconian, to Drake, to Dragon, to Wyrm to Greater Wyrm, each stage is more difficult in terms of what you must accomplish, but each stage is also more reward in power and prestige. Be forewarned, the Dragon is not for everyone and it's not for occasional mudders, it takes a huge time investment as Dragon stage takes at least hours...
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Well As Always time to post this awesome Review. As Always DM is awesome place to play. You can be anyone do anything play something and be whoever. You can fish, dig, farm and many more. Soon the merchant coded will be in and you can be a merchant if you so desire. Well More later Feyona
Yeah, I'm that freaky looking fae running around spouting "I was kidnapped by a secret moon worshipping cult!" Pssst, she really was. :) I've been sitting back lately, watching and enjoying all the role play going on. It's very cool to see so many story lines evolve right in front of you. Even more cool to be a part of it. Right now, my moon fae is studying her spells, changing the names of each spell to fit the RP for her. How cool is that? All of the items she's wearing are custom made. You can't get much better than this for unique customization of your RP and character. Ok, enough time wasted here, I've so many things to do!
Yes it is the all powerful succubus telling you that its time to give Daedalmacabre a shot. All the info is up to date. I could bore you with stuff..but hey...try it yourself who knows. Besides the reason we are hooked on DM? they code with the white stuff ;-)
Writing a review is not my strong suit however I will give it a try. DM has both it's good points and it's bad points to me but like anything else what's good for me is bad for someone else and what's bad for me is good for them. So with that established and with the understanding this is written from my point of view and is my opinion let's proceed. DM has many features you won't find commonly in other places. First is a nice creation system which allows characters in search of deep RP the ability to permanently maim their characters with Disabilities (disadvantages) and also boost them with Perks. You have many races from which to choose many as in oh 16 or so types of dragons, 6 or so types of Giants, There are Abashi, Solars, Kenders, Trolls, Orcs, Gnolls, Nymphs, Sprites, 7 or so types of Elves, there are remorts Succubus, Incubus, Treants who mature through stages from sapling to wrinklebark Illithids, Driders, there is a secret race to unlock the Tabaxi. The Dragons mature from hatchlings to great wyrms through a combination of hours, questing, and mob kills -- sounds kind of tedious? not really there are so many things you can do to fill that time such as Fishing, mining, farming, foresting, forging, questing or joining the clan system and trying to leave a mark there. The classes are many Healer priests, Caster Priests, Psionicists, Necros, Wizards, Assassins, Thieves, Rangers, fighters, Paladins, Monks with unique fighting techniques and secret combos, Druids and of course the Dragons. The Psionicists, Wizards and Necros have the ability to study and customize their spells changing both the name of the spells and the damage type for those that deal damage. Take Giant Strength and make it Super Gnome Strength. Other features one hell of a great Head Builder who balances the areas that go in and mixes great RP themes into them. Sorry no uber eq here .. The Head Coder an amazing Guy who keeps the games balance first and will always listen and rework things that aren't working quite right or may be unbalancing. New Classes are coming in, New Skills and Spells come in, There is a Deity system with Deity's to enhance RP and there are Quests run by imms for the enjoyment of the players. Clan system has many choices for a player pretty much there is a clan for any type of RP character you want to create and if not there is always loner or non pk clans such as Aiders and Healers. RP is plentiful there always seems to be players on wanting more RP but as RP is a personal matter of taste and judgement I won't dwell on it and will just say that it is alive and well. Basically if you're looking for something new or different or for a break from the usual stop by and check it out. It can't hurt a...
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A tough choice for any avid mudder is to find a place they truly enjoy that isn't too difficult to grasp, keeps them coming back, maintains their interest and doesn't become boring and yet the secrets aren't impossible to figure out. Things you can do here: FORGE your own weapon, armor, tailor your own clothing and create custom jewelry from an incredibly huge list of materials, even wood! If you're a wizard, necromancer or psionicist, you can STUDY your spells into any name and even change the damage type of attack spells! Go FISHING and rack up fish points then hunt up one of the fish faeries and see what goodies she's holding. Quest quest quest! You can even quest to get a race restring and enhance your RP with a unique race of your own creation! Purchase a deed and start FARMING produce! Or maybe you're a flower lover, or herbalist. Grow your own food, or grow herbs that can be made into potions. Discover all the fun things you can do here :) Don't like spam mob killing to level? Try one of several other leveling options (a few include occasional mob killing): fishing, studying, healing, questing, hunt for objects, participate in RP quests/trivia to earn your choice of exps, qp or gold, assist immortals with various things such as research, additions to the game, or even a great storyline! Many ways to earn experience without the mass hack-n-slash of mob killing. The game is never boring, there's always something different to try out. Even players who have maxed their levels still play. Wrap yourself up in some RP or just wander around exploring and trying out all the different things we have to offer. Gamble your earnings away, hunt for that rare precious gem that costs your entire life savings, or just explore all the many original areas created for your enjoyment and try to figure out the puzzles within. Merchants are coming, many new ideas and game enhancements are worked on daily. Yuki is amazing and today is his birthday! Happy Birthday Yuki! And thank you for creating Daedal Macabre :)
Not to be contrary, but I would like to make a few points. OOC babble. MUDs are very social settings, out of character chat happens whether you have an OOC channel for it or not. As Feyona pointed out, you can easily shut off any channel you don't wish to view. Arguing. Wow, find me a MUD where no one ever disagrees and I'll personally give them a standing ovation. Part of humor nature is to disagree when our opinion differs from another. It's also constructive generally when it pertains to game mechanics. Every MUD also has its fair share of 'undesirable' players. But I for one am very proud of our player base. People are friendly and fun, disversified and yet unified. They all come to play a game and they also help us, the staff, enhance it with ideas that are taken into consideration and many implemented. I've yet to understand the slander against the immortal staff. We joke around and have fun with our players. I've never seen an immortal whine and no idea where the complacent comment came from either. Considering how much work every immortal puts into a game on their free time, complacent is hardly a word I would choose for the dedication and hard work. You obviously weren't there long enough to know them. Or you're one of the people we've banned recently :) Amazing the people who complain about RP since I receive RP logs quite often, I interact with players on my mortal characters frequently and many immortals Rp with players through mobs, quests and various means. Could you be more specific about 'buggy' pertaining to the quest system since players who have been there for several years can't seem to find any bugs? Nor can I. System is fine and accurate, if you are unable to complete a quest that doesn't mean it's buggy. :) Dragons. Hardly the best chars in the game considering I've seen a wizard kick a great wyrm's scaled tush all over :P Yes, many things are based on hours. It's a way to award players for putting in the time and effort on a character. It allows goals beyond the max level and enhances RP with several maturing stages. Sorry you feel punished for others who actually work on their chars being rewarded. Without any prejudice, we have one of the most balanced class/race systems in the game. You have excellent chances of kicking ****'s butt, but may have to flee and heal or find other means to kill someone else. The trick isn't just handing you an uber powered character, the trick is for you to find a way to defeat a foe. Anyone can kick anyone's butt, but you have to learn about their weaknesses, we won't hand the game to you. As for newplayers, I was once a newbie here too. I believe there's two kinds of newbies, competent ones who read, learn as they go, search for things their...
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I've been playing at Daedal Macabre for years, my name is recognizable to nearly anyone that has played for any decent sized amount of time. I love the game, my favorite part currently is that psions, wizards, and necros have the abilty top study there spells. This means you can rename and alter the damage type of your spells, mages need to find spell books to to do this, while psions can do it without books. You can level up a psion almost purely through studying, and a mage mostly through studying The rp is great, I've rped several marriages and divorces (I'm not a well char, I've got the insane disad). On occasion we have huge rp oriented quests, recently several attacks have been made on our main city, some people have defended the city, others assist the invaders. You can forge eq to fit your char, get a pet that fits your char, for instance, ic I belive I'm a god and have a priest following me around as my pet, and a flying pig as my mount I like it alot, so come on down and give it a try.
I'd like to commment on Greyvll's reviews, if nobody minds. It sounds to me quite like you spent a bit of time gathering information about DM before you posted your review. Your comments about remorts and dragons were accurate, in their limited scope. And while I can't comment on stock rom creation, because I have no experienc with stock rom, I'd like to argue some of those below-the-belt shots you made against our players and staff, and some of the other narrow-sited comments you made. It's true, I won't deny it, player kills are sometimes taken ooc. Everytime that I've seen it happen, though, someone quickly scorns that person for doing so. What's the number one reason that people take kills ooc? Our players all tend to RP the same thing, the quiet killer who doesn't want his intentions known. Whether it's because he belongs to a secretive clan, or because everyone he's opened up to in the past has hurt him in some way, it seems like three quarters of our players think that their reasons don't need to be discussed with the person they killed. Therefore, the person who was killed feels that the rules about fighting without an IC reason were broken, and asks for assistance from other people, people who don't exist in the game. From my viewpoint, that is why most kills are taken ooc, and why it sometimes makes for a difficult enviroment to roleplay in, but RP does exist. I'm sure if you looked a bit harder, you'd even run into exactly what you were looking for when you came. Among this group of silent killers there is a large group of consistent and hard-working roleplayers, always eager to invite a new face to the crowd. Regarding the comments made by the immortal staff, it can all be summed up in one phrase (every review should have a cliche!): "All work and no play makes Jack a dull boy". Think of it like the break room wherever you work. Do you constantly discuss work there? No. Although work is sometimes the topic of conversation, it's a breeding ground for news, gossip, and corny jokes. Our staff busts their asses to provide a great place for us to play, and they deserve the breaks that they take to vent and relax, else they'd have burned themselves out years ago. If you knew them, and how much effort they invest into this mud, I don't think you'd sleep well at night after the comments you made. Hours, yes, a lot is dependant on hours at DM. Even moreso then they let on, I think. There's a good reason for this. It's not because these remorts and dragons are super-powered creatures, and they want someone dedicated to being the best to play them. In truth, the reason you need to play these characters more then others is simply to give you time to roleplay. How did your little tiny hatchling manage to survive enough...
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Notice that noone has posted a favorable review for this mud other than this Feyona person in over 2 months. That should make a clear enough statement. Likely a part of a PR staff for the mud. True upper escelon muds don't need to reward players for posting reviews, and if they do, they're at least clever enough to use varying names. I will admit that this Feyona character was one of about 3 players who actually spent more than 2 minutes to roleplay with me. Which was a pleasant experience.
I find that last post very weak and uninformed. New players are flagged. and though there are comments they are not hand held through there mature. I have watched new players ask for help. and when asked they are directed to the appropriate help files. As for the quest system it is no boring. This obviously comes from someone who likes there quests handed to them on a silver platter from the next room over. DM is very roleplay oriented. you dont like ooc??...umm gee here is an idea. TURN IT OFF. no one forces you to read it. the immortal staff does a wonderful job of making sure everything runs smooth. And as for what is spoken on dm. Umm we are all human and can talk about whatever we want. Obviously someone needs to go back to mud School. Of course thats just my opinion..i could be wrong let us know what you think america. Give us a call at 1-800-Lactose.
I played here for a while before being run out of the place by the constant OOC babble and arguing. To put it lightly, this is one of the worst groups of players I've ever spent time among. They have no concept of role play or the RPK that they claim to be, made apparent by the constant arguing over PKs. The immortals I encountered came off as whiney and complacent, frequently babbling over the OOC channel or posting lame notes regarding things like porno and/or various anecdotes. Attempts at roleplay are quite frequently ignored to the point of frustration, and evidently, there is no punishment for refusing to roleplay. Beyond that, everything is hour-based. To remort, you're looking at over a hundred hours. To create one of their heralded dragon characters, you're looking at something like 400 hours. The quest system is boring and buggy. Many of the classes seem almost handcuffed against other classes, downing the boast of balance among races/classes. And contributing to the charm of the players, questions asked by a new player (you are flagged as a new player for all to see when you start) were ignored or answered with disregard and humor rather than kindness and/or seriousness. Creation seems mostly stock ROM. This mud might have definate potential if it's immortals and players lose the attitudes and the edge and focus on creating an enjoyable, playable environment. Beyond that, there is little good to say.
IT HAS BEGUN!!!! well sorta anyway. ok well time to kick things off. DM now has Farming. Yes thats right you can get your own farm plow the fields..grind wheat,Make Bread, sell fruit..whatever you wanna do. As with all the times before we got remorts and shops and whatnot. We have it all check it out NOW!!!!!!!!!!!! www.DaedalMacabre.org
People dont be fooled by what the vote says. We are the number one mud out there. You wondering why we arnt high on the list..our people are to busy playing the game and having so much fun they forget about everything else..even voting. DM Is what its about..its better than crack..and cheaper to. Go wild and have fun
I want to start by saying this is a wonderfull MUD. You can read the info and get all the features it has..but let me tell you the bottom line....Its Awesome. The Immstaff works hard to keep the place up and running. Its out of beta for a while so many bugs have been fixed. There is plenty to do such as fishing questing creating your own unique armor and weapons. It is a Blast. I myself have been playing for years on this MUD. I have been to a couple other but DM is my home and its awesome. You RP..you can be whatever race you want with restrings..you can have any pet you want..you can be anything and everything here. Real life is Short...DM Life is forever. SO what are you waiting for..you cant enjoy DM without giving it a try..and once you try it your hooked. Did i mention its addiciting. Im sure you already know if you play any kind of MUD. This stuff is free. You have to try DM. it Doesnt get much better than this. Feyona
Good mud... one downfall I find, legacy characters get left behind. Immstaff are trustable, and the implementor will NOT tolerate cheating. Bad point... You get too low in HP, if you're in colour.. you're SOL... you get messed up. Good points. GOOD rp base, PK availiable, but, not a be-all/end-all. Bit of mystery to eq. Can forge own eq with a bit of work. I AM a fallen Imm from the the mud, but still am welcome to play (I was too inactive to justify my position, and was given the priviledge to say my goodbyes, and mort my imm, which I thank Guido and Yuki for). Still a good place to poke in on when I can. Playerbase fairly friendly. Don't expect the usual summon to the dees as a newbie/lowbie you may get on other muds. Few tweaks needed for the code, but the Implementor does his damndest to see that it's for the best.
I have played a lot of muds. I got interested a pretty good while ago. When I found daedal macabre, with it's (free) account based player selection thing. I was hooked. Its a gigantic world, and its well made. You can do sooooo many things other muds cant. I just cant list them all. One that is great and new is customizable spells! You can rename them etc. You can remort after you have gotten to a certain level (see site for info on that) and it is just the best freakin mud around....
I haven't played many other MUD games. And I doubt I will. Daedal is home. I'm not going to list all the great stuff here since other reviews and the web page cover that. Besides, I don't think I know them all anyway. I'm never bored, I always have something to do on there and the people are very cool. If something needs fixed, the immortals fix it. If you need help, players are there to help you. They are always upgrading the game and adding new stuff. People are also very creative. The players come up with awesome story lines and questy immortals add to the atmosphere. If you want a friendly, fun game, this is it. Anok the psion fanatic.
I see a ton of accurate, reasonably intelligible and recent reviews, so I'll be brief. Daedal Macabre is an exceptionally well designed and complex mud. Without the friendly players, even character creation would certainly be overwhelming for new players. The depth of play in this mud allows for even experienced players to continually discover new aspects of play. The developers have a habit of not telling anyone the details of new features, so that they are discovered by players, sometimes long after the feature has been added! Several noteworthy features of the mud bear repeating: The diversity of race and class choices, with completely customizable point based skill and stat selection process; The world building is the result of years of meticulous contribution from a top-quality field of builders; Customized equipment creation in the absence of any 'super' items; Special Events at every holiday; experience from skills allowing players to create craftsman/fisherman characters; and last but not least a remarkably power balanced class system. Try it out!
Hey Im 14 and I have been playing for about 2 years now and love it I play every day for about 4 hours.Some times im not on at all that day and some only about 30 mins or an hour.I love this game it is very social people are nice and the Immortals are very understanding and willing to listen to you either over notes or tells or in person OOCly on the mud. If you have a rpg fantasy of being a wizard pen'gywn of evil alignment and to be insane or have one eye?Well you can do that at Daedal Macabre.It is exicting,growing,free and if you can type and love to Rp or pk this just might be the game for you.Say you want to be a Shape Shifter in the constant form of a Moon Elf and be a paladin you just might be able to if you come and play.Come on give us a try. Honor Guard Learon Amakiir [General of Aider]
I can only warmly recommend this mud to anyone who likes good roleplay and very well balanced system. With great immortal and mortal staff. Daedal Macabre is must visit for those who like ROM muds (of course why not others too) :). Layout in general is very well put together. Don't miss this diamond of all muds! www.daedalmacabre.org or visit daedalmacabre.org 9000
I've been playing Daedal Macabre.. for a good portion of my life. Over 4 years now. I am one of its first victims. Sucked in, and impossible to leave. Way back when, when color was put in 'a snippet' no doubt. It was mainly a chat room for people tired of PK hungry muds with horrible staff. Later, for Yuki, the chat room became an obsession. An addiction. Now, if it isn't the most details, complex mud in existence, I would be surprised. We don't have areas that are unrealistic, we don't have 'Snoopies Playhouse,' or areas that don't base any realism to the game. No 'star trek enterprise' areas, in a mideval time period. There are so many things to ocuppy your time while visiting. Learning to fish, its new, I still haven't gotten to it. But you can put fishing poles and bait, and catch fish, get points, turn the points in for nifty items. Similar to questing. With over 7000 different pieces of equipment in the game, its very diverse, but at the same time. There is no super-duper armor or weapon. You have to put together what you can find, or make, and make a suitable defense. More thought involved then which equipment does the most for you. Watch out, armor isn't invincible here. It needs repair from time to time. I think there is about 900 different combinations of race and classes. Impossible to ever do it all. At the same time, each balanced so one is one overly power to another. You need skill to make your character powerful. There is so much work here. It might as well be called something different then a Rom. I might see you around, give me, Xerxes a tell and I will help you with what I can. Xerxes: Supremacy and DragonLord
For someone just starting on Daedal Macabre I was first impressed with the overwhelming number of options available in creating my character. Once I got through creation I found that the diversity this created amongst the players was very cool. I'm sure that no two characters on DM are exactly alike. The help menus for beginners were very thorough for the most part. I did struggle with finding a few helps during creation. For example, I couldn't find the help for the default creation package for my class. I like the roleplaying but I need to get better at it! Leveling and getting around for a newbie is not too overwhelming and there are great advantages to teaming up with fellow newbies! All in all I am enjoying my start and look forward to seeing what i learn at more advanced levels.
Well this is my first Review so bare with me. I have been "Muddin" since December of 2000. Though this isnt a long time for some players it is the longest i have ever put into a game. Daedal Macabre is my home. I have tried other muds and none have the flavor or depth that Daedal has. The immortal staff is top notch. Yuki is the man that holds the cards and he wont hesitate to tell you. That is why this mud is the best. Yuki and the rest of the staff dont put up with bullshit that you find on other muds. Kyrene does a wonderful job keeping the place alive and growing with her staff of builders. Everyone is allowed and everyone is helpful. The roleplay is always changing and adjusting with the player base and the races online. The subquests and side projects are so involved that sometimes i forget im playing a game. With the abilty to forge your own eq. and make you own weapons, Daedal out does everyone else. You think something should change or be different? Just ask someone or tell an immortal and if it is a good idea it can get changed or adjusted. With the "muds" of the world always growning and getting bigger Daedal is the only place to play. Voice behind Sijuyo
Why this game is worth trying out: *Fishing (catch a whale! or a trout, or a mermaid. Countless types.) *Digging and mining both! You never know what you'll find. *Eq forging. You create the look of your custom equipment, jewelry and weapons. Containers as well! *Alternative ways to level other than hack -n- slash. *Deities. With favors *grin* *RP! Lots of it though not required or forced, it's very active. *Active clans and PK. *Non-PK clans. *Exploration, puzzles, and built-in quests in many areas. *Quests! Either with the stationary quest mob or with imm run quests ranging from low to high level participation or all :) *Contientious and helpful imms and players. *Newbie friendly* Lots of help for the beginner. *Custom built townhomes and player shops. *Remorts! Treants that mature, succubus/incubus, drider, illithid (with more planned). *Dragons that mature with various types. *RP areas with a blend of both leveling and themes to enhance Role Play (interactive mobs!) *Incredible character creation with a unique and almost limitless race/class/perk/disadvantage combination. Quite a bit so far. But that isn't all of it. If you want to know more, you'll have to come see it for yourself. daedalmacabre.org port 9000
What do you want? You can get it. Personally I like a good combination of POWER, ITEMS - best creatable ones, PLAYABILITY and bits of ROLEPLAY, not too much though. ------------------------------------------------- Daedal Macabre offers a good mixture. Skills are gainable on the startup. More admirably you can define your CHARACTER more closely though by adding certain ADVANTAGES and DISADVANTAGES during the creation. Aside from that, the variety of races is impressive: Most any mythical race is to be found. From ancient demonic abishai to little goldhoarting leprechaun, you name it. Later on one can REMORTAL into certain other races, depending on your alignment. If you really want to, you will, after a couple of hours, likewise have the ability to create a hatchling which can grow into a full DRAGON(!). The careers all have their specialities, but I personally admire the MONKS most. They have the ability to select their own combat movement and you have the choice to utilize over 350.000 (!) different moves which sometimes even hide more dangerous COMBAT STRIKES. MAGIC is POWERBASED, so dont worry, your wizards will always have the mightiest fireballs ;). Clerics are split into subcareers as well concentrating on healing, casting and fighting, eg. bearing the hardiest armor. I could go on an on. But what do you like? I m sure the material collection and creation of your very OWN EQUIPMENT is one of the best parts. But I guess you ll get the one or other surprise while playing yet. I liked most being soaked up by a whale while fishing in the ocean. FISHING is a friendly variation to the known QUESTS which you ll find, too, of course. Important: Always be ready to dig up some treasure in case you catch a bottle with a TREASURE map or come across one other ways. Be sure to have a look for yourself and dont be frightened of in case one of the new deities strikes you down. Yes. Some deities are running around nowadays, too. (Not to be mixxed up with immortals though who run the mud). I m quite sure you can enjoy what you find at daedalmacabre.org, port 9000. ;) See you laters.
Hey, Well This is my first review. I had mudded for about 7-10 years now. I mainly played on Armageddon Mud for most of those years. Anyways I got out of mudding for about 1 year or so, and decided to start back up. When I did, I came back to Armageddon and found Another mud, Daedal Macabre. Coming from a very RP Intensive mud, Daedal Macabre combines the Intensive RP as well as the Hack and Slash that most of us know and love. The help files are constantly updated, as well as an excellent quest system, and remort system. Quest actually have meaning as well as the new implemented Deity system, which enables you to worship deities, whom as well are vunerable to death. Basically, summed up the RP Enforced enviroment, as well as a great playerbase and excellent Staff Lineup, make this one of the best muds out there. I am positive I will be playing this mud for a while, I suggest you atleast give it a whirl. Drazihilik Denalithali
Well what can i say. Even though i dont want to mud for the rest of my life if i did i would play here. The immstaff makes up half of the fun of on daedal.Along with the mortals. Everyone says that there muds charector creation is godlike. Im not going to say that. But i will say that the dragons and the remorts are "godlike" If you come and try it im sure you will like it.
This MUD is one of the best around. With a good steady player base, a lot has been accomplished by the imms of Daedal Macabre. They have achieved a good overall game balance and have implemented a lot of things that’ll have the player busy for weeks on end without losing interest. Such things include the quest system and fishing, which gains the player points, which can then be used to purchase special items. Other great features include tailored equipment, good clan system (optional to join one), leveling pets and loads more. Daedal Macabre provides a lot of races for the player to choose from in creation. Along with the perks, disads and the customization of spells and skills, this allows a lot of diversity in the player base. They also provide in a couple of remort races to choose from if desired. The player base is generally very helpful and assist you where possible if needed. The areas are also well built. Some provide good leveling mobs, while others are generally RP oriënted. Some of the areas for lower levels are stock, but areas are generally original. With a world this large, exploration will stay interesting for quite some time and new areas are added quite often. But enough said, drop by to check it out. You won’t be disappointed.
Hello! I'm a new player on Daedal Macabre and I have enjoyed being there. I can't wait till I get to create a dragon. Every one is so nice and helpful. Hopefully we see online soon. Scott
The game is absolutely incredible. There's so much to do: Fishing, mining, digging, questing, RP, PK, explore and much, much more. Player ideas are always read, many are implemented and the people here are just great. They are friendly and willing to help. I've seen at least two dozen new players the past two weeks and they always come back. This mud actually gives what it offers. I've yet to see another mud that held up to its advertising. Come check it out, you'll never be bored MUDding again.
If you like these features come have a look. 1. over 10k rooms 2. over 160 areas (some newbie/lowbie areas stock, all other unique) 3. Races...never count them all but I think 60+ 4. Skills and spells: 400 5. Pk, optional (clans) 6. Blacksmith/Tailor/Jewellry/Weapon Forging (Unique eq) 7. Questor Mob/Immrun/RP quests 8. your pet leveling with you. 9. Gambling 10. RP! 11. Choosable character disadvantages and Perks 12. Ansi color 13. Mining, fishing, Digging 14. Deities 15. Mob progs 16. Racial Languages 17. Player Townhomes, Bars etc.. 18. Remorts 19. No multiplaying 20. Language: English 21. Location: USA 22. Stable, crashes rare. 23. Hardly ever downtimes. 24. Mounts (Mobs as mounts, players as mounts) 25. Dragons (maturing from hatchling to greater wyrm) I have found fishing very entertaining and a nice change for pure hack'n'slash. If intereted, telnet to daedalmacabre.org port 9000 or visit homepage www.daedalmacabre.org
I've been MUDding for 4 years, and coding for more than 9 years, and I'm happy to say that this MUD is very good indeed. It's a modified ROM base, and runs very well. The monsters are easy to find, and the newbie sequence is pretty good as well. There are quite a few classes/races to choose from, a dual class system, as well as character creation points, along with advantages and disadvantages (a feature some MUDs sorely need). Another cool feature is leveling pets - raise that puppy into a killing machine! Overall, I give it a 7 of 10, a very high rating...the immortals and players are very friendly, and PK is done from a clan based system.
I have been playing at this mud for ohh...4 years or more. Its a kinda long time to play a single mud for a long time. But what this mud offers takes it a long time to get bored of. Dragons that mature, remorts such as ; treants, succubus, incubus and drider. The player base has been growing with the new people coming. And all of the old players are always willing to help. Once you try youll never go back to your old mud!
Today it's been 6 years since I started to mud. I've been on many many muds with player base of 20+ to 300 with different code bases. And I don't mean I have just visited there, I played always minimum 6 month to really get into the place.(I have never been on multiplaying allowing muds, can't stand it). Still none of those muds beat what Daedal Macabre offers to a player. Maybe if you give it a shot, DM will become your favorite mud too.
One of Daedal Macabre's best assets is definately it's roleplaying community. Unlike most RPK and Roleplay enforced/required muds, nobody holds the gun to your head and makes you conform to their idea of 'roleplay'. I can best explain this by telling you a bit about Pasano, a character I play on DM. Pasano started out as a Kender thief. I spent some time improving my sneak, peek and steal skills and getting stronger, protraying myself as a poor guy who was just looking for some sympathy. Once exposed as a thief though, he had to rethink himself. He had the Chivalry (Our mud's law enforcement clan) hot on his trail and he needed a way out. So he exposed the fact that he was the half-brother of Chivalry's Wild Elf leader. He adamantly insisted that they had the same mother, and hammered the point so thoroughly, that at times, it became believed. Well, time went by and Pasano vanished after a long and successful career as a thief. In the years that passed, Chivalry's leadership changed. The old leader also vanished... and Pasano returned. His form... that of a 'Wild Elf'. He was telling the truth, he had been telling the truth all along (I recreated the character for the sake of the roleplay I had created). I'll admit, before recreation, Pasano was a far better thief, much more effective. But players at DM are willing, under the right circumstances, to sacrafice some PK-prowess for improved RP. PK is optional but encouraged as well. So it's your own choice. At other muds, often times you cant explore much because twinks will pad their PK numbers at your expense. With our roleplay requirement, you're pretty free to choose your own fights when you want them. That is something that sorely lacks in most places.
Daedal Macabre is a role playing encouraged mud but it is not enforced. Many of the players put time and effort into the characters, developing a history and continuing an ongoing story line. Some feel the inclusion of an out of character channel can detract from the role-playing and at times it indeed does. At times the OOC channel can be a bit adult in nature and arguments stemming from in game events can spill over. The immortals, while letting players work out their own differences, will step in if the conversation goes too far. Luckily, this sort occurrence is few and far between. I'll start with the first couple of things a player is most likely to encounter as a new player, namely stability, race and character selection. As do most MUDs, DM suffers from the occasional crash but this is very rare. The mud is quite stable and not susceptible to a lot of down time. If the game crashes and causes a loss of corpse, or corruption of pfile the imms are quite happy to restore from the latest backup. Race selection is great and varied and I don't have the space to list all of the selections here. One thing they Implementers have done is gone to great lengths to ensure that the races are distinct and not just altered stats. Each race has various resistances and vulnerabilities and it's only though Trial and error that these become clear. In addition to the base races, there are several remort races including Driders, Treants, Illithids, Incubus and Succubus, and each requires a different method for gaining access. Class selection too has a wide, varied range of choices, stemming from your standard warriors and mages, to necromancers, assassins and priests. All of the classes have had skills added and been tweak and for the most part in regards to class balance, each can hold their own. There is one entire custom class for Monks, which have been coded from the ground up. In additional to the normal skill selection, each monk has a unique combat ability, allowing the player to input a string of commands including various kicks and punches to come up with a unique attack. Last, but never least is the Dragon system. Dragons begin their life young, and work their way though a number of different stages, each stage growing more proportionate in power. Hatchling, to draconian, to Drake, to Dragon, to Wyrm to Greater Wyrm, each stage is more difficult in terms of what you must accomplish, but each stage is also more reward in power and prestige. Be forewarned, the Dragon is not for everyone and it's not for occasional mudders, it takes a huge time investment as Dragon stage takes at least 350 hours to obtain and the Greater Wyrm stage upwards of 1500 hours and beyond. Because creating a dragon is such a daunting task, you must play the mud for a number of hours before you can one;...
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Rather than tell you about the mud, I'll focus on telling you about myself. The name posted is a character of mine, a Quickling Ranger. He's no PK juggernaut, not even close. I've played roughly 120 hours with Gil and I think I'm 2 and 4 in PK. I've spent my hours leveling to 51 (our highest mortal level) and doing things like fishing and hunting, and of course, roleplaying. Fishing was added a few months ago. The code was written from scratch and allows characters a reasonable way to level without spammy mobkilling. It also provides a hobby for people like myself. I fished for probably about 35-40 hours. Gilaeya was retired from his ranger-hood. Eventually, a new race was coded, Tabaxi (Cat-like humanoids). In order to enable Tabaxi creation for yourself or anyone, you must hunt 3 tabaxi-lords which hide about the mud. With the implimentation of this, Gilaeya came out of retirement and is now a quite famous 'tabaxi hunter'. Well, that's quite a hobby, and a handsome paying trade, as hunting these Tabaxi is pretty tough. Nevertheless, without much PK-force, I've carved myself a detailed, time consuming and well known role within this mud. Mind you, I play several other characters as well, from a Tabaxi Monk searching for meaning, to a Wild Elf Thief who claims to be the brother of the head of the 'Lawmen' (clan chivalry), I've found endless roleplay possibilities. In Daedal Macabre, you are limited only by your own mind. A character that comes to mind illustrating this, is a (formerly) Sprite by the name of Korq. Korq, you see, was dillusional... and perceived himself as a 'Mighty Troll Berserker'. He spent countless hours trying to convince others of his 'Huge Troll Size and Strength' before eventually remorting (Yes, we have a few remorts) into an Illithid. Well, come see for yourself. Also, our account system makes it easy to play as many different characters as you want, without having to remember 10,000 names/passwords. You'll create a single account, which will be home to all your alternate characters.
(Warning: Long review) Well, how to begin? First, I'd like to say a few things about myself. I started DM about two years ago. I did a few characters, and my biggest character was a level 21 psionicist, which I decided to delete. Then I made Gred. He's this insane tinker gnome, and he's the only character I could get up to max level (51), but only because I only had 1000 xpl (lowest you can get). Then I left for about a year, because I had found another mud. I came back, and boy had it changed. The playerbase is very good, very enjoyable, although rather... Interesting you could say. Strange and funny thoughts and comments are OOCed all the time, which I love. The immortals are very mature, and really seem to think things through before changing something or punishing a player. The coders have done an excellent job of making DM different than other muds around. The builders are very active in creating new areas for the players to enjoy. Now, on to the good stuff. :D There's a very good crafting system. You don't blacksmith yourself (it takes years rl to learn any skills at this, I know myself), but pay a blacksmith or tailor or jeweller to make your equipment for you. The equipment produced is sometimes much better than the stuff you find in areas, though often you can find a piece of equipment better suited to your needs. You can name your equipment anything you like, although it's not a good idea to make this too silly (the imms could get mad at you). If you're very lucky, you may get a flag on a weapon the blacksmith forges. There have recently been additions for ways to gain experience other than killing. First, you gain xp whenever you increase in a skill. Second, you can fish for fishpoints (like questpoints) that can be redeemed at a mystical sea faerie mob, although I have yet to find her, and also for experience. Third, you can mine, although you can only gain this at level 20. The problem is, the amount of experience gained with these is kinda low. And with this problem comes another: We put in progressive experience (more experience per level for each level you gain). Ick, if you ask me, but only because I hate levels, and the process of leveling. We have (I think) over 100 races. I'm not sure if this includes the remorts and hatchling progressions. These are not all completely different, mind you, but most are part of a similar species (I'm a tinker gnome, so I'm part of the gnome species. There are also dark gnomes, deep gnomes, cave brownies, forest brownies, etc). The immortals try to make the classes as balanced as possible, though once and a while, there may be a small instability, which the immortals fix promptly. The hatchlings are itty bitty baby dragons, which mature into draconians, and then then...
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Hi, I recommend this mud to everyone, newbies and older mudders. This place continues to grow and stays very addictive year after year. Join the world of Daedal Macabre.
Hi all, well, I've been playing various muds for about 6 years now and never in all those years I've played a mud as dynamic, original, and fun as Daedal. The amount of races available is huge and well-balanced, every race has it's own qualities so you can always find a race that suits your style of playing. People are friendly and helpfull and it's not hard to find someone who can show you around. The Imm staff is working 24/7 to improve and expand the world and make playing here even more of a challenge. A thing I really like about this place is the fact that you can personalize everything, you can make your own equipment, you can buy a pet that stays with you the entire game (and rename it too) and you can buy your own house in the game. The best thing to do would be creating a char right now and check Daedal out since it's impossible to list every good thing about this mud in this one tiny review.
What can I say about this mud that everyone doesnt say about the muds they play at? Well, one thing I can certainly say is this. This mud is truley never stagnant. It boasts one of the hardest working Immortal staffs I've ever seen, and I've been mudding for 4+ years. Skills, spells, races, remorts and reclasses are always in the works. There is always a sense of direction in where this mud is going. And the playerbase always has input into that. What our immortal staff does best though, is keeping these newly implimented things in balance with the rest of the mud. Just recently, we've added a new remort (Incubi/Succubi). We've added a shieldbash skill recently for fighters. Bards and Illusionists are in the works. There are so many things, I cant name them all. If you want to get an idea, just log on and check out 'Help Yuki'. He's our head Imp. And that's his to-do list. This mud is always progressing, always advancing. That is something to truley consider where you're going to spend the next 1000 gaming hours of your life. Would you rather spend them spamkilling mobiles to be a 10k stat death-machine (like everyone else on other muds.) Or playing unique, intelligent and balanced races, knowing that new additions are a constant part of your gaming experience. I'll be at DM, check it out at Mud.daedalmacabre.org on Port 9000 Thanks
DaedalMacabre has puzzle-driven areas, a complex but sensible area layout, challenging exploration for all levels, a unique fishing system, hidden races, remorts that AREN'T overpowered, customized character creation that is well-engineered enough that members of a most classes have more than one choice for a successful character design and lots of room for role-playing choices. Clans are active and violent, and the chat is active and continual. Role-playing is enforced and players are very newbie friendly, with 3 clans devoting themselves to little more than helping people out. The RP situation is mixed, with some players active and others not as participative, which is the best a MUD can hope for. As a long running MUD, it features a history and mythology based on the past actions of players, and a promise that your actions will be the history for future players. The Role-Playing scene features some experienced players who's characters have been developing over years: an ancient, depressed silver dragon, an insane shapeshifter who has tried to become a god for so long that he can no longer tell the difference, a gnomish matchmaker, an entire player-created apocalyptic religion with a score of devout followers, racial hometowns with retired characters living in them and more than I can list in a little input window. So, until I find a bigger window to write a review in, go check out Daedal Macabre.
Alright, since almost every review here starts like "this place is awesome". And even when this place is, I'm not starting it. I'm going to write down 5 reasons why I like to mud here. Maybe it will match with your taste for muds. 1. Well first we should start from character creation. On this mud you don't just see human mages/warriors and couple of orcs and dragons. You will feel like Luke Skywalker entering Mos Eisley's bar. (60 choosable races +20 more in game) 2. On how many muds you can get powerful (max level) with out killing a single monster? Here you have choises how you level/RP you char (from fisher girl to evil assassin). 3. The place is huge probably now nearly 15k. The areas aren't cleaned up all the time and you will always find some peaceful place where to level or just hang out. 4. The player base is medium, you will always have many other players to help you. Yes yes..even I don't know how to get in some places or know all things after 2+ years of mudding there. (It only means the game never ends.) 5. I love playing as a dragon. It's really a challenge. Not something newbies should do, but after mudding there awhile and learning the basic stuff...hey, why not. 6. Another feature I like are the pets. Pets fight along with you. Do what you ask them to do. Carry gold for you, wear some equipment. 7. Since this list seems to be never ending and I have to be on my way to mud, it's better than you go check the feature page www.daedalmacabre.org/features2.htm and visit us.
Daedal Macabre has many good points and some bad. However, the good most certainly outnumber the bad, in my opinion. The mud is constantly changing, with several active writers constantly updating and improving various aspects. An example would be of the many races, for which are constantly updated and made more detailed and new code for fishing, with considerable detail with many types of fish etc. The balance on daedal macabre is the best I've seen in a while, the classes, for which there are many, each having strengths and weaknesses, each standing up well overall. The dragons here, while slightly more powerful in general, are definitely not invulnerable, and take considerable time and effort to work the way up to being a full dragon, after starting as a tiny hatchling. Roleplay may be found from most players. There is a reasonable amount of historical background to everything that went on. Some of the newer areas around are highly interactive, and very fun to explore also. Despite this, roleplayed fighting is definitely alive, with much competition at times. For the bad, the main one being, that I first began playing here over a year and a half ago, since then I have found myself devoting more and more time, however bad it may be for my financial and educational status. As with anywhere, there is also a certain amount of argument, however it can be fun, and it is generally well moderated. Overall, I have found my time here extremely enjoyable on the whole, and thorougly recommend it for anyone new or experienced to mudding.
Okay This Mud is awesome im adicted to it if i could i change my life to that well thats getting allittle to much but i mean its awesome im not using my realname im using one of my characters names so some people might know who i am well try us out ill bet you will like once u get the hang of it and if u stay long enough u can be a dragon! ..Until.....We....Meet....In.....Another...World..
It takes quite a bit to get me addicted to a MUD, yet this has done it, and quite effectively at that. Very original, and the fact it actually requires time to raise some characters is a nice feature. Though it could use a bit of work, it is on the right track, and highly recommended in my book :)
I've been playing at Daedal Macabre for almost 3 years now. I've seen the ups and the downs that Daedal has gone through. And we are still kicking. Daedal is a very newbie friendly mud. Most anyone you ask will help you in some sort of way.(unless you run across the rare grumpy Cabal, hes the hairy one on the left). We have more races than you can imagine. Plus fully maturing dragons(around 15 different types). A fully devoped BALANCED class system. An intricate pk system. We have both non-pk and pk clans. Just stop on in. Look around. Kill something... or someone.
Dae Dal Macabre is a fun and amazing mud. We are a Role Play enforced mud, with a bit of pk, which we like to call rpk(role-play killing) Dae Dal Macabre is a fun and amazing mud. We are a Role Play enforced mud, with a bit of pk, which we like to call rpk(role-play killing). Our mud has loads of features, such as dragons that mature, a race you have to earn, remorts, monks with a unique fighting system(combos and all). The people, for the most part, are great and loads of fun to play with. I'd suggest you come check us out, you might just enjoy it. www.daedalmacabre.org mud.daedalmacabre.org port 9000
– MUD Magic Review (Archived) by Kack on Nov 19, 2001
I am writing a review to recommend DaedalMacabre to new players. Since there are so many identical-sounding reviews, I'll skip straight to my reasons for advising you to try playing: 1. Obsessive focus on play balance: item power, class and race strength, character creation have been tuned with an unbelievable attention to detail that creates a system where character potential is dependant STRONGLY on player ability, rather than finding a few good combinations and items. 2. Character Creation: point-based character creation, with all characters having the same point total. It allows each character to be unique, within the limitations of each class. 3. Newbie friendly player base. My questions were dealt with patiently and accurately. 4. Experience bonuses from skills. There is a character on the MUD who went from first level to the highest level doing nothing but fishing. The is an example, albiet an extreme one, of the flexibility of the skill and advancement system. 5. Size. This is a huge world mud with a mid-sized playerbase. What this means to a new player is: there are plenty of opportunites for RP and grouping and PK without being swarmed by a huge, territorial established playerbase. It seems like when MUDs reach a certain size, there just isn't room for new players. Not true here. Okay, that's all that comes to mind at the moment. Stop reading this review and go telnet over there. They have a java client on www.daedalmacabre.org, also. (The web page is run by the crazy girl who maxed out a character by fishing. Where DO people get all that time?)
I've been mudding for 6 years now. And seen many muds from small to huge player base muds. And I know a good mud when I see one. And this one is it! Full of very nice features, great immortals and newbie friendly player base. Huge wolrd to explore, intelligent monsters, random eq creation and so on. Easy to get in. Join the fun and visit us.
Hello! I'm a builder for Daedal Macabre and an immortal as well as a very happy player. This game is incredible, and I say that as the player. I was drawn to it initially because of the friendly player base (and awesome web site btw). I had a horrible experience on a previous mud I played, and almost quit mudding because of it. I'm so glad I didn't, because I've found a true, worthy home for my mudding :) Yes there are downsides to every game you play. I can never decide which race to pick, which class, what clan to join, which of the many areas to go play in, what to name my equipment I forge... That's about as bad as it gets for me :P As a builder: There are new areas being worked on daily, new projects in the making, plans for incredibly large areas. You won't get bored with exploring any time soon ;) We make extensive use of mob, object and room programs that make the areas come alive. Interactive rooms and mobs create the atmosphere, the players make it real. There are secrets to figure out, find and explore. Even those that have maxed their level and player skills still find enjoyment in exploring and Role Playing. Despite having accomplished the level/skill goal they still play that character out of love for the time and effort they've put into it and the interaction that character has with others. This is no ordinary mud game, it's a whole other world. New, original areas are added frequently with many more to come. Check it out and see for yourself. Try to find some of our secrets ;) Kyrene, the Buildaholic
Hi, I own this mud, and recently got myself an internet connection again, yay! I just wanted to talk about something neat I coded... I made a race that you can't play right off the bat. I know, it doesn't sound interesting yet... but... It's like a video game. You have an account, and all your alts kept within the account. After certain things are done, you can make a dragon within your account for an alt. These new creatures you have to find items within the game, attach them together, then use it, and the result lets you create an alt of this race. I thought it was neat, as well as the mobiles that are running around with the items... they heal themselves, constantly walk, gate, teleport, fight, hide in their surroundings, ambush people, flee and gate away, use some general knowledge and the such. They get stuck in a room, they gate out, and so on. I dunno, I just thought it was neat :)
This is the best mud on the internet in my opinion. I've stayed through a site ban, being pissed off, having characters frozen, and almost denial. I will never leave. Now that's a pretty horrible way to start a review, but it's the honest to God truth. A lot of people wouldn't think a mud worth going through that, this one is. Now on to the mud. Others will disagree with me here, but this mud is a true roleplayers heaven. Yes, PK is an intricate part of the RP, and yes, they are some -avid- pk'ers, as few as they may be. It should be noted that these pk'ers often view it as an art form, and as another piece of their roleplay, not some mindless dribble. Players can gradualy shape and change the universe through roleplay, roleplay a concept long enough, and everyone else will gradualy begin to accept it, and at some point it will generaly become an accepted fact of the world, I personaly think that is awsome. The class system is amazing, outwardly, it's an enhanced rom class system, the balance is what makes it shine. With a creation point cap, characters can not get every skill and spell, far from it in fact. This opens up amazing possibilities for classes, as a single class can actualy have roleplayed(and hardcoded) variants, simply by customizing it as you would like the character. IE: You are Joe the ranger, you could either focus on pure combat, or chose more skills to maximize your stealth, obviously each has its ups and downs, it's up to you to make the most of them. For (r)pk'ers (roleplaying pk-ers) this system is absolutely beautiful. To be powerful, you truly must be that, you must be at the top of your game, not just play an overpowered or super-xp'd class. Our player base is amazingly intelligent, you'll find heaps of correct grammer, large vocabulary, and not so good math skills :). This may seem a little trivial, but I would prefer to be in the presence of intellectuals, rather than 'hey r u going 2 doom mt?'. The coders are brilliant, code is streamlined, very detailed, and *gasp* functional. Oh yeah, colors too, the colors are perfect, rather than rainbow text in every direction and blinking horrid spam color text that will destroy your connection if you type score more than once, you have a perfect blend of default text, and well crafted color (color is good enough to run smoothly on a 386 25). Any player can make an impact on this game, the world's history, and the universe itself. All through rp, that's something you don't often find. So if you're looking to fit in, to have importance, friendship, fun, action, maybe even love (*wink Cabal*), stop by. PS: there is so much more it's not even worth begining, you'll have to check it out. Well, ok, one thing worth mentioning, the monk fighting system. You have seen...
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In a thought, this place is frelling awesome. I found it 3-4 years ago after wandering around on disappointing smaug, rom, and circle based muds. Someone gave me the addy, I said, 'Oh, another rom...' and haven't left since. It's that far from stock. Over 70 starting races, everywhere has farfetched claims like that, right? How many places live up to them? Thought so. Welcome to Daedal. There are so many features I could spout forever, but I'm going to spare you and just relate my favourites; customization. From skills to descriptions to entrances to recall messages to clans to races to townhomes, we've got it. And, get lucky and win the rare druken trivia quest, and you could have your own race or clan. I did, and am now the proud owner of not one but two types of brownies(tiny gnomish things). For the clans, you don't even have to wait for trivia, you can buy one; custom skills, items, and halls included. With remorts here, reclasses coming, and brand spanking fighting code in the works, DM is a cut above the rest.
What, exactly, can I say about Daedal Macabre that hasn't been covered? Probably nothing, maybe something. If you read that last post on this mud, you heard about immortals running quests. I'm one of those guys, a Quest Immortal. And yes, there most certainly are quests. But what else is there? Ya like monks? Ever see a Jackie Chan movie and wish you could make a character that threw multi-hitting combos, nerve strikes, palmstrikes, roundhouse kicks, and a barrage of other punches, kicks, chops and strikes? Our monk class can do it. Our monk-fighting code is one of a kind, and found ONLY on this mud. Dragons... err... hatchlings as they start. It'll take you time, quest points and hard work to grow and mature to dragon. Balance... nobody owns nobody. With all the race/class possibilities, from the monks I mentioned, to paladins, fighters, necromancers, thieves, assassins, druids, 3 kinds of priests, mages, rangers, and all the like...no class is better than another. Different, yes. Far and away better, never. A Titan Warrior stands as good a chance against a good Kobold Thief as against a Sprite Necromancer. Given the circumstances the fight can go either way. It's up to you, as a skilled and learned player to make the fight go your way. Live and learn... die and learn. Live and learn some more. Check the game out if you want. I've been here over a year now. I got quest immortal status about a month ago. I still play mortals regularly. Later Proteus
I escaped from a MUD where immortals cheated for their mortal characters and friends on a daily basis. Where the immortal staff harassed players for catching them cheating and where your opinions and frustrations were not taken seriously. It was my first and only MUD at that point, and I wasn't sure I wanted to ever play MUDs again... Then I found Daedal Macabre. Not only was the immortal staff exceptional, but the players as well! I'm a firm believer that a MUD should stimulate your curiosity. DM is full of exploration, exciting programs coded into the game and quests... you've never seen a questing MUD like this before. There is a resident quest mob as well as several immortals that are always thinking of new and exciting ways for players to enjoy the game. I'm glad the first MUD I played was so horrible, because I've never been happier now that Daedal Macabre is my game :)
Hello, I own this game, and along with a quite a few other people, have spent a good deal of time over three years to make this place what it is today. Granted, there can be many improvements, and much more I'd like to do, the game itself isn't too shabby at the moment. I won't go into what we have to offer, but I suppose the largest part is the playerbase. If you're immature, ignore this post and go to another mud. On the other hand, if you are looking to roleplay and still be able to pk (what I've dubbed RPK), with a usually nice atmosphere, immortals who do not cheat, who have alt characters who get no special privilidges, you might want to look us up. Yes, I know many, many MUDs all say they are fair, but from what I have seen, nearly none are. The other thing is that we are moving forward. We are innovating code. We have some unique things, some very good coders, and some very nice immortals to compliment it all. With all that, the player base is generally rather mature (generally). With the invent of graphical crack inducing online muds systems, text base has to offer something more... and all I can say is that from my experience, there is more depth to a mud than other things. As always, MUDs are like cereal. I like lucky charms, without the catfood pieces. You might like cheerios, even without sugar on top. At the very least, we're wheaties or raisin bran before it got soggy :) You might like us, you might not, but give it a try. Yuki/Alex, Owner/Programmer
Let me start off by saying this mud isn't for everyone. If you like a mud that's not all rp and not all senseless slaughter, read on. If you're a strict roleplayer, and especially if you don't like PK, Daedal may be a bit rough for you, but you might want to try it out. If you're the type that cares only about being the roughest, toughest PK around, please, look elsewhere. That said, Daedal is a wonderful playing environment. It boasts a wonderful blend between gameplay and realism. With a huge variety of races and classes, customized skills, a choice of perks and disabilities, customized room entrances, recall messages, and descriptions, you will never tire of inventing new characters to play. On the other hand, if you're the type that likes to settle down with one character and develop him to perfection, customized armor and a wide variety of skills for each class, 51 levels, and a huge world to explore will provide you with countless hours of gameplay. If you're a real hardcore gamer, try playing a dragon, which will evolve over almost 2000 hours from a hatchling to a great wyrm. The learning curve is very gentle, and players will generally be kind and helpful. While the helpfiles are not always kept up to date, they are developed to an acceptable and useful level, unlike most muds. New players will always find the basic game fairly easy to play, while more advanced players may take advantage of the complex features of the mud. The history and environment of the mud is always under development, and players should find it to be a fairly immersive environment, though improvements still need to be made. Overall, if you're seeking a fun, diverse, and highly detailed fantasy environment, Daedal Macabre is definitely worth visiting.
This mud is very exciting, I have been playing it for almost a year now, and I still can't stop playing it. It is very original, and has endless amounts of things I still haven't found or explored. This mud has a lot of nice people, a lot have become friends which makes mudding a lot more fun. You'll have to try it out to see its greatness.
What can I say, I have been on many muds for five years now. Last one year on Daedal Macabre. I know what is a good MUD when I see one and Daedal sure is that. Come see us!
This is a composit of several weeks study conducted by myself and a group of MUD testers. There are many areas I could discuss about this MUD, it's grand to say the least. First point I will make, newbie friendly does not do it justice. I've seen numerous players drop everything to assist a newbie or answer questions. They embrace those of newbie status with open arms. Second point, exploration! A priority for any MUD is to ensure they keep their players happy by offering a continual adventure and challenge. This place does it. Players that have spent 1+ years are still discovering new places to explore. Third point, incredible mob progs and coding! What more can I say than bravo! Finally, if you want diversity in character creation, this is the place. You could spend weeks creating new characters, they would all be different! There are countless combinations to make the characters more interesting. Room descriptions are not always lengthy. In some cases, that is a preferrence, especially when you are roaming an area of 30+ rooms it's nice not to see a long room description of the same pathway scrolling over and over again. There is so much more, but it would take more than this review to mention it all. This MUD is a MUST see! Sincerely, The MUD Investigator and testers
For those of you that have suffered a negative experience in another MUD or seeking adventure and exploration, this MUD is for you! When you look past the thousands of rooms, the quest master (mob), the delightful equipment/weapon forge system, the useful money system, the vast array of races and classes and then finally look into the actual MUD... you will find the people helpful, encouraging, incredible RPing, and virtually NO problems. I have never read a note complaining about players or immortals. I see many player ideas implemented and encouraged, people laughing and truly enjoying themselves. As far as gaming goes, this one is a prize! You won't find a more rewarding and pleasurable place to play in :)
Dear fellow Muders, I hope to review as many muds as possible being as fair as one can be. This mud has a very nice character creation system. I like it. As for the rooms of this mud. Maybe I could read them to my 3 year old son... but ugh, work on them please. Combat, slow, choppy. Nice skills in combat but overall needs work. People, seems nice no qualms there. I must admit I didn't give the MUD more of my time becuase it was like reading a childrens book and assumed how I felt. I wont flame it more, there is no need. I give it 1 1/2 stars out of 5. humbly, -The mud man-
Before I write this, I'll let you all know that I'm head of building on this mud, so I may be a bit biased, but here goes :) I've played on quite a few muds, and I've always ended up finding corrupt immortals, favouritism, bad admin decisions, and many other things. Never have I seen any of this on Daedal Macabre, be it from a mortals point of view, or an immortals point of view. There's plenty of original code that makes the game a fun experience. I've seen things here I've never seen anywhere else. Granted I haven't played on too too many muds (only about 5) but I've never seen a class like monks, and I've never seen pet levelling..personally, I think player-made eq is pretty damned cool too :) Of course, none of it would have been possible without our fantastic never tiring implementor, Yuki ;) Thanks for a great mud. Come check us out, we're always happy to get new players. -Guido