I was enticed at the very beginning of my experience in Icesus. The creation process was extremely detailed and well thought out; your character's background and path may be totally different from the other players. Perhaps the best feature of Icesus, in my opinion, would be the combat system. First of all, you need to assign combat points to offence, defence and casting. According to the way its set out, your weapons may take longer or shorter time to inflict blows. The more defence points, the better chance of deflecting an opponent's attack. No longer is there the standard combat code seen in many muds, eg. I hit you, you hit me per round, but instead there is a certain amount of delay after every round. Weapons that weigh less can inflict faster blows, whereas heavy weapons are slower, yet more powerful. The combat code is perhaps the closest I've ever seen to Dragonrealms. Here's an example: You swing at a goblin's foretorso, slicing a large chunk of it away... ... and swing again at it's left arm, causing severe cuts. Your longsword of lightning charges and lets a HUGE CURRENT to flow through the goblin's body, killing cells on its way. Weapons and armour are made from over 10 materials ranging from clay to adamantite. Therefore having a 'Fine copper longsword of death' is not neccessary more powerful than a 'titanium knife'. You can also choose to wield a weapon with 1 hand, or 2 hands for maximum damage, yet again slower than 1 hand. No duel wield skill required, it doesn't exist. Armours can cover from 1 up to 6 slots, eg. A vest covers the torso only whereas the hauberk covers the torso, arms and legs. Again, the material the armour is made from defines the defence offered. There are dozens of quests to be completed, ranging from mini-quests that reward with money and experience to mid-quests that reward with powerful items to high-quests that reward with extremely rare items and reputation. Mini-quests are found literally anywhere, gained from asking mobs. In cities, there is a automap features that allows players to more easily navigate through the city. You no longer become lost because you forgot which path you took. There is a recall function but you need money to use it :) Lots of races in which their size, stats and background affect in whatever you do. There are 3 major guilds that I'm aware of, each with 2 or 3 subguilds. The Militia guild has the light infantry for maximum mobility and offence and the heavy infantry for maximum defence and strength. The final subguild is the Elite infantry. The Ranger guild has the archers and scouts, with the final subguild as the Bladedancers, mastering the sword. Forgot about the mages :). There are hidden major guilds, such as the Shadowdancers, but you can only enter if the guildmaster invites you to enter, and also there are fairly large requirements. There are a...
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