Akanbar, oh how many years its been, on and off. Being my first true MUD, its hard to put into words Just how much I have thoroughly enjoyed Akanbar. There have been good times and bad, yet it somehow always finds a way to bring me back. No other MUD has grabbed my attention quite like Akanbar. The combat, while in my belief I feel it could use a bit of tweaking, is very well thought out. PvP it all comes down to skill. While in the beginning(as having witnessed this with my newest character Aidan) it can come down to who has invested the most crystals in skills that pertain to PvP effectiveness. However those of equal skills, and indeed end game maximums can provide excellent PvP in which thinking and strategy are key. I personally have had duels that last into the 10 minute range, and they have been the most intense PvP battles I've experienced throughout any game, graphical or no. PvE, while not on the scale of PvP, holds its own merits. On the surface, and in the beginning, it is simplistic, easy enough for those just starting to grasp. As you grow, and start to take on more stronger Mobs, strategy and even group composition come into play. As an example that I have just recently experience as Aidan, a group of my fellows attack the guards of an opposing city's tower. This is the most fun I have had in a PvPvE setting. having to manage who was being attacked by which Mob, and trading tanking back and forth felt almost as if I were in a raid in WoW. Not many others can match this level of play, especially more so with the small dedicated playerbase that Akanbar has. The second aspect of Akanbar that keeps me glued is the Roleplay. While not always enforced, its is strongly encouraged, and a lot of the time rewarded. Aidan himself earned the right to wield his guild's weapon after proving himself to the Patron of his city. There is always some Admin lead event being planned or even in the works, but what truly, truly makes Akanbar shine is the player created roleplay. Every player I have come across and RP'd with has been very skilled and can adapt to anything thrown at them. Sometimes yes, even players preplan roleplaying situations, but in the end, the creativity of the players drives the story, and can lead you in a totally different direction from which you first planned. Akanbar thrives on this kind of roleplay, and I hope to see it continue to grow and to see just what old and new players can come up with. All in All, Akanbar is a world that is unmatched, and a great atmosphere to play in. The players, and most admins(oh who am I kidding they all are pretty decent) are great people. And while somedays I feel the PvP is a tad lacking, all all...
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Akanbar was my first MUD. I've tried other MUDS, and they just don't seem to stick. The playerbase is small, but dedicated. The admins present, active, and helpful (If snarky). There are three cities with 4-5 guilds in each city (We're in the middle of all three cities getting a fifth guild.) For me, the biggest draw has always been the guilds. Seeing how they work, playing with the skills, and discerning the little secrets. Of the three cities, there is Golgonath, the empire of evil, constantly yearning to take control of akanbar and all its denizens. Opposite them, is Elysium the city of light, fighting Golgonath with everything they have, and spreading the light to all the realms. Tucked away in the northern forests of Akanbar, though, is a third city. Ysallyra, shadowy and mysterious, nestled amongst the trees and the beasts. All three cities have (although different from each other) player run government systems. The guilds are quite varied, from the lightning throwing storm wardens of Elysium, to the talon wielding, mind affecting Forsaken of Golgonath, to the silent, poison wielding Assassins of Ysallyra. As I said before though, the playerbase is quite small, I enjoy it, but I understand it isn't for everyone. Perhaps, it is for you.
Akanbar has been a complicated land. Rewarding those whom are determined and disciplined in their area of interests. Politicians, scholars, merchants, and warriors are equally valued in the land of Akanbar. For me, Akanbar has been a place of great turmoil. Serving the Empire as a slave and crawling up the ranks only to oppose the Empires Deity and to plunge head first into abis. Once a feared member of the Forsaken and now a Honorable and Just warrior, instilling hope and bringing light to even the darkest of places. Akanbar is a home to all though, even those who rely upon deception and prefer to hide within the shadows, unable to be seen except for those with keen eyes. I confess though, Akanbar is a land that requires a certain amont of time before you will understand the beauty and intricacies of it's lands. The first time I tried, I played for less then a week and gave up on it. A few months later, I returned and gave it the second chance it deserved. I have never regretted it. Akanbar isn't like other Muds. Those that would say 'We have over 1000 unique skills' or 200,000+ locations. Heck. I am sure akanbar probably does have 200,000+ locations... I don't count though, nor care. Akanbar is a land that has has a great level of immersion and a very delicate and well defined system of balance. Each city is at their best when all roles are played. A warrior is never at his best without a smith that can provide him/her with armour and weapons of the finest quality. The smith can't fashion such armour without someone to mine the ores. This same kind of progression within Akanbar is evident in everything. The combat system is the same as well. Each guild is unique and very capable of out dueling the others. Each guild is also capable of uniquely benefiting another in its combat skill. Though no one combat guild is over balanced. Meaning that it really is dependent upon your abilites rather than which guild you are fighting as or against. This is especially important to me, because combat is what I live and die for. Akanbar has numerous features and undiscovered mysteries. Once such mystery is the Kraken. Nobody has lived to tell the tale, but there are rumors that such a beast resides beneath the waters of the sea. Akanbar is one of the best lands that have incorporated sea warfare. Within the last year, three new villages have been added and a Player Killing area also has been added. These are the big additions. Many other additions have been made, though it would require you to take part in the world of Akanbar for yourself. With this review of Akanbar, a place I dwell in and call home upon all other lands I have had the pleasure of taking part in, I hope that you will take a moment and live within world....
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I first found Akanbar back in 2005 when I was searching for a new multiplayer game to play. My friends and I got very into it. Each night after playing I would walk over to my friends house and we would chat for hours about what had happened in the game. The world in Akanbar consists of three main cities, the Sun Realm (Elysium), the Shadow Realm (Ysallyra) and the Demonic Realm (Golgonath). The guilds in Akanbar are very well thought out. When I first read about them it made me really want to try out the game and get stuck into one of the guilds. It was a hard choice deciding which one I wanted to go for because they all have a of appeal. The combat system in Akanbar is intense and exciting. It is balance orientated, meaning you do not simply type 'kill target' and then watch like ninety percent of other Muds. You must 'swing' your sword. As your skills rise you unlock new skills to add to your arsenal. You will have to think on your feet, think up strategies and have good timing to become the best. You use triggers and aliases to help you deal with things more efficiently in the heat of battle. (Your skill at using your skills in combat is more important in this game than your level. You do not have to slog it out to reach a high level before you can play properly and be a part of the world.) Each city has a different feel to it and each city is run by players. (Same with guilds.) You have the totalitarian Golgonath, ruled by a Master/Mistress of All and his/her Inner Circle of Masters. You have the Chieftains of Ysallyra. You have the democratically elected Senate of Elysium. Each city can build its own army and conquer the villages/towns of the world, alternatively you could get those villages on your cities side by questing and trading with them. There are guards in each city to protect the inhabitants and mages with shields to stop enemy players from making gateways into the city. By attacking that cities outposts/towers players of the opposing city can weaken that shield and if they weaken it enough they will be able to gate inside the enemy city and wreak some havoc. (Events ingame have hinted that each city might be getting one more guild each in the future.) Demonic Realm guilds: Forsaken. Black Legion. Pyromancers. Crafters. Shadow Realm guilds: Assassins. Shadow Warriors. Shaman. Traders. Sun Realm guilds: Runesmiths. Templar. Storm Wardens. Merchants. Like Pyrok said in a previous review, it is hard to sum it all up in a review like this. It is the one mud out of all I have played that keeps me coming back for more. Even in the times when I was not playing the game properly I would still log on now and then to soak up the atmosphere and remember things had...
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While I haven't been around since 'the beginning', I do count myself among the big kids. Through all of my attempts to write reviews like this, I always reach the same conclusion: Akanbar is a strange place. On the surface, it appears rather simple - sometimes overly so. While it may lack the staggering population and insanely complex lore offered by other MUDs (those produced by Iron Realms Entertainment come to mind, specifically), there is a certain charm about Akanbar that defies explanation. It could be that I've grown attached due to sheer familiarity, but I've never felt quite as at home with a MUD as I have with Akanbar. The countless opportunities for creativity and expression, while not always supported by mechanics or administrative contribution, allow the playerbase to keep things lively even in the most dead of times. And when I say dead, I mean that things can get -very dead-. If you've never logged into your favorite MUD to see that you're the only visible player, Akanbar may not be for you. We have our slow times, we have our bustling times. Aside from this, however, I have little to complain about. Whether you have the drive to be a valiant knight, talon-wielding bloodsucker, earthen mage, or even a simple tradesman who locks himself up to brew potions in solitude, you will find a proper outlet in Akanbar. Your role is never imposed by a multitude of precedents, nor is anything specific ever expected that you don't wish to convey personally. The lore, while not as in-depth as I would prefer it, provides a solid foundation that allows you to create your character based on any principles or quirks that you find necessary. Not every Templar must praise the Light at every turn, nor must every Forsaken scream of bloodlust and torture. I suppose I'm rambling a bit, rather than jumping out of my seat to beg you to give Akanbar a try. But if anything I did cover happens to float your proverbial boat, I am sincere in hoping that you will take a look. You may find it unimpressive, you may find it primitive. But, you may also like it.
As I've stated, I've been playing Akanbar since 2005 roughly. I've seen a lot of changes happen in the game, fought in a few player run wars, ran a section of a city... the list goes on. In a nutshell: I laughed, I cried, I spilled that heathen's blood on my good trousers. What got me hooked? Initially, it appealed to my own personal tastes, and some of the goings-on at the time drew me in. Such as the aforementioned war. Now I find myself unable to draw myself away for long periods of time, returning to further carve out my place in Akanbar's history. I could elaborate on what each city is, and isn't. But I can't, I can't because it would not do them any justice to try and simplify them into one or two sentences and expect you to draw your own conclusions from that. I could also mention several guilds, or perhaps my own in game experiences. But I won't, again for the same reasons as the cities. I've spent nearly a decade playing this game, off and on as my time permitted. It's a game where you can easily delve into your role play, and find others wanting to do the same. At the same time find someone to just shoot the breeze with whilst slashing away at heretics. But the rewards for pushing the proverbial envelope right off the table can be enormous, you can carve yourself a name in history, a great deal of it just ingrained in the memories of the players. Whether you're mentioned as a brilliant combatant, or the next court jester, or as someone who constantly defies their own nature.... Good or ill, you'll be immortalized in the minds of others. Akanbar is a game that wants to be played, has players starving for more new things, and admins actively, whether overtly or covertly, “meddling” in the affairs of the mortals. Don't be surprised if during your role play a previously silent serf suddenly joins in on your conversation, or similarly remember to bow your head when you see an admin make their grand entrance.
Where to begin... Akanbar has achieved EXACTLY what it intended. It's providing an outlet that is not Avalon. Clearly it has some of the basics in common with Avalon/IRE games, the affliction based combat, the skills/skillsets, methods of learning, etc. It does excel in bringing a fresh, new light to this series of games. It succeeds in making a game that's equivalent to a VERY BASIC version of these other games with a much smaller monetary requirement. With that said, however, I believe that it has failed in the following aspects: 1) Updates. Major updates come few and far between. The merchant system was introduced after almost a year of waiting, only to continue to be tweaked and re-tweaked to this day. 2) Merchants. Merchants have a handful of interesting skills, if even that many. Most of them require completely dull, standing, aliasing, triggering or mindless command-entering. Luckily, they are good at making gold. Unluckily, you can't really do anything with said gold. A merchant pays for guards to protect them, but they could still never stand toe-to-toe in PK against another non-merchant player. Nor are the expected to, sure, but when there's nothing else to do, life as a merchant quickly gets very, very boring, evidenced by the fact that there are very, VERY few merchants. 3) Premise. The premise is your generic good vs. evil vs. shadow (balanced). There's no room for growth, no room for anything else. Good will always be good, and they will always do no bad. Bad will always be bad, and do no good. Shadow appears to be the place to be, with the most active players in that realm, and understandably, too. I believe that it's much better to be able to have a choice than to be locked into a role, ad perpetuity. 4) Administration. They try, it's clear that they try, and care about the game, but every new system that they've put into place in the past few months have led to nothing but monotonousness and repetition. They arbitrarily decide policy, which of course is their prerogative, but they never tell anyone besides those who are involved, and it is never proliferated through the ranks of the other players. Helpfiles are rarely, if ever, updated and the policy files are loose and left up to interpretation. Of course, that interpretation could be very wrong and you will receive some form of punishment from the administration. They enjoy contradicting themselves, as well. In the new herbal system, you'll find that all of the apothecarists know what the new herbs do, but are unable to share. The administrators have decreed that information is not to be shared between people regarding skills. Being completely unable to regulate this outside the game, of course, has diminished the capacity of those who do not talk outside of the game. It's understandable that they want us to learn, but the system is inadequate to provide even that without an extraordinary amount of and...
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Akanbar is a really wonderful world, though not completely unlike others I've played. So much detail, and a whole lot to learn. RP is enforced, which is as it should be. The crystal system for learning allows even those who don't level very much to learn at their leisure, plus you can always purchase more for added learning. Overall, the mud is put together well, thought out and interesting, there's tons of quests and new players are helped if it is needed, though the tutorial and novice island provide everything that a new player might need. I highly recommend this mud for anyone looking for something new, and it seems the place is looking for people who'll play and stick around.
Akanbar as a whole is still a developing realm. And saying that it's still adding many great features and balancing the world as a whole. Though that said, the world is still there with three guilds for each of the three realms. Each one fleshed out completely. There are three realms within Akanbar Sun, Shadow, and Demonic. Each representing part of the spectrum in "alignment" persay. Sun represting good, Shadow being balance, and Demonic evil. Though that's the short of it. They are actually complex realms which shift and evolve with each age of players. The governments are set via their old in game history but how they interact with each other changes constantly from player interaction. And with a new roleplay system implented to award players roleplay is becoming a new big ordeal. Many guilds are updating their own histories and making it much more interactive and roleplay oriented for those who seek such endeavors. Also, combat here is solid. It's nothing extreme as Avalon but it's not a hack and slash either. Combat itself is still being worked on to make it much more complex and interactive though for those with abit of bloodlust or the need for competition you'll find a solid combative system. Those who wish to stay away from the more violent lifestyle can find a merchant/crafter guild in each city to become the economic cornerstone of the city. Each city thrives from it's merchants and without them they fall. Merchants in this world aren't forgotten, they're hailed in their respective cities. They make the cogs and lifeblood of it flow throughout. Akanbar can serve the needs of those looking for a good strong roleplaying mud and combative. It has anywhere from 15-20 players at peak times. It's still a growing and involving world. Hopefully though you will check it out and slowly add to the excitement and make your own mark in history. And lastly. Currently a giant shrine competition is being held so one can make their mark in history. Featuring all aspects of the game from role playing, player interaction, combat, and knowledge. All sorts of things. The winner will go down in history and become a divine. Truly a large goal for only the skilled. Are you one of them? Come check it out and try.
This... Is Akanbar. A land of might and magic, of words and wars. This... Is a role play experience that is one of a kind. An experience that offers 7 different guilds, 3 realms, plenty of different skill sets to chose from, and a unique combat and skill system which is guarenteed to impress. This... Is the one MUD that you don't want to miss out on A MUD that cares about it's users. It boasts a through tutorial which teaches you everything you need to know about the game, along with extreamly helpful gods, and if anything, the players even more. This... Is the rest of your life. Once upon a time... I was where you were, sitting at a computer, surfing the net... Long ago. Now, like so many others, I've been ensnared by the land. I've experienced the multiple guilds, the realms, the skills. I've conversed with gods, lost to champions, tutored the young, and impressed my elders. This... Is what you've been looking for. Moderated pking, and free to play. there's always someone looking for a duel, and your worst enemy one day could be your best friend the next. Best of all, it's free to play. This... Is the Land of Akanbar.
Today I gave up my tiger. Yes, I'm no longer a sabretooth-tiger riding warrior, I mine for ores and trade for a living now. So today I put down the battleaxe and took up the pickaxe. I'm still keeping the battleaxe close though, those bears explore holes in the ground to find a place to spend the winter and they don't like sharing it. Soon I'll be rich enough to afford guards to take care of the bears (and anything / anyone else) ... Akanbar is the place where the above takes place, where fortunes are made (and lost if the dice don't fall right), where people are friendly and Immortals work hard, making it a fun and interesting place to be. Yes, I was there when the Merchants came to Akanbar ... Where were you ?
Hello all fellow mud players, Akanbar is the first MUD game I ever played, so it was all pretty new to me when I started, though the moment I started playing this game I couldnt stop, from the very beginning when I was a new arrival to now where I am a senior player on akanbar. The excitement you get when playing a game usually wears off after a while yet with akanbar that never happened. I never thought a typing game could be so detailed, realistic, fast and exciting. After starting akanbar, I tried out many of the top mud games, including Achaea and Aardwolf, but compared with Akanbar, these two seemed dull. No matter what MUD you play now, or even if youve never played a MUD before in your life, you have to try akanbar, because once you get past that tutorial, youlle never regret taking my advice and logging into akanbar, where many exciting adventures and happenings will bring never ending light and joy into your life. So throw away your xbox, and begin life on akanbar.
When I arrived in Akanbar I was not completely new to MUD's. I had played several of the MUD's that rate the top 10 at topmudsites, as well as several smaller ones (smaller in number of votes that is). This did make my novice experience easier. Having said that I believe that having no prior experience is not a stopper either. The tour is pretty extensive, there's the novice channel, there's the Guides and last but not least there's a bunch of friendly fellow adventurers to put you on the way. Having gained some experience now I can look back on my novice days, when making gold was easy, when the weevils fell before my sword without fault and I could go to the youth hostel to eat after a days work. No more of that for me now, life has progressively become harder. But, with three Realms, a plethora of villages, forests and jungles to explore ... what am I complaining ? See you there !
One of the key concepts that game developers miss is that in order to keep players, the game must structure itself so that the player will want come back. Unfortunately, even after the long tutorial in Akanbar, I found myself unable to figure out what I was supposed to do. I was told to quest. So I went around town and typed "greet" to the NPC's. This wasn't productive. The quests that I did receive seemed so abstract and required me to know the lay of the entire newbie zone. I was then told to hunt. Every creature that my character battled with, killed him completely and utterly. I've even lost an entire level on this newbie area! This game is a bit frustrating because it seems like it SHOULD be a good game. I want to play it, I want to enjoy it, but its just too complex for me. There is nothing wrong with complexity in a MUD. Complexity is a good thing. Complexity, however, should not be so overbearing that the player must read an entire tome of documentation to start. A MUD should be, at the very least, slightly intuitive. Akanbar is, in my opinion, developed for the hardcore player and not for the casual gamer like myself. If someone knows of a game that has the quality and uniqueness of Akanbar but easy enoughthat a dimwit like me can jump in and understand it, please shoot me an email.
Akanbar is one of the best muds that I have seen in a long time. While it can take a while to get into, it has a great mix of uniqueness and style, even comedy at times. PK exists, though it is not the only focus, and is well managed. Well worth a look
I've been playing Akanbar almost since it went online, and my only regret so far has been that I wasn't there on day one. The game itself offers several guilds, each with their own unique combination of skills, catering for anyone, whether they wish to be a famous warrior, a master magician or a sneaky assassin. With a merchants guild proposed for the future, there are options for those who prefer to make money rather than fighting as well. Add to the above extremely varied creatures to fight, a unique political system for each player city, and most importantly of all, admin staff who actually want to hear your ideas and you have what must be one of the best MUDS out there, even at this early stage in its development.
I have only been playing for a little under a week and this is the best mud by far. The people are fantastic. The Gods and guild learders will answer most questions or show you how to find the answers on your own. With this mud being as young as it is the possiblities are endless. Ideas are welcome and they have quizs and hunts fairly regularly. This is a must play.
I have been playing Akanbar for only a short while and have already found myself well involved in the on-going story line that makes up the history of world. The people are one of the nicest groups I have ever come across in a very long time they help you JUST enough but also encourage your own developement of your character. I would HIGHLY recomend that you try this one out and I am sure you will enjoy your stay on Akanbar as much if not more so that I am.
Having joined Akanbar since early on in beta, I have had the pleasure of seeing much of the land unfold--the identities of the three realms (Shadow, Demonic and Sun)beginning to emerge and take shape, entire new areas arriving, new quests evolving, and the political and divine order systems being implemented. The new merchants guild is nearly complete and waiting in the wings to add yet another element to Akanbar. All these things we've witnessed--and yet there is so much more to come. Bashing areas have varying levels of difficulty to accomodate all skill and experience levels, quests range from simple to complex, and with frequent Akanbar-wide special events, there is little chance of finding yourself with nothing to do. If it's sparring you're after, with 6 unique guilds and a creative variety of skillsets, finding yourself in a challenge with another player never fails to give "The Rush". You know the one I'm talking about. What has made the whole experience amazing is that we, the players, have helped to make all of these things happen. Whether it take shape in the form of an online poll, a group brainstorming session, or less formal, one-on-one discussions, there is close communication between mortals and a caring pantheon who work to create the best environment possible. This is truly unique within my experience of muds. Did I mention it's free to play? What more could you ask for? Come check out Akanbar for yourself--I guarantee you won't be dissapointed.
I've been here since around the start of beta. I can say that I am glad to see the player base starting to come into its own because I love this place. The NPC's special attacks and other features ensure "bashing" is not just the normal linear experience. But bashing is still bashing, its the player combat that gets the blood pumping. Its fast, its furious, its an adrenalin rush. One thing I have learnt is never fight a damned Storm Warden in water!! This game is still young and there is much yet to be done but new things are added quite frequently with votes sometimes taken by players to be decided what should be added next. The godly order heirarchies have also just been introduced as a result of a meeting by players and admin. Its great to be listened too by the admin instead of feeling like you are pestering them which you feel like in so many games. I highly reccommend you give it a try especially considering it is free. Drop on by, I'll buy you a beer.
Akanbar is a growing land with new thing implemented everyday. You will never get lonely or lost, as there are always people around to help out. Great place to have a good thing, for role playing and interaction.
Akanbar is a world wich seems small but it is growing 24/7. The constant changes that go on in this Land make it even better because you really feel part of it. The creators find the players opinion very important and they show this by asking the players what they think of things or how things could be improved. Ideas are always welcome and it could happen you might stumble upon something in the future wich was your idea! At this moment new people join akanbar on a daily basis but there is room for much more. So come and see and experience the wonderous world called AKANBAR!!
Although the land is still somewhat small, the creators of Akanbar are active and diligent in making the world the best it can be. They consider player input, and encourage suggestions. The player base is growing in quantity and quality. Very cool