This is a Medieval Fantasy/High Magic ROM based mud with several features to set it above the rest of your cookie cutter stock muds, including but not limited to: - Massive amounts of non-stock spells/skills. - Multi-classing. - A completely unique questing system. - Skill trees based on skill prerequisites and stat requirements. - Player owned and operated ships. - A living economy (affected by almost everything) - Extended immortal functions (for running in game quests and such) - Weapon specialization for fighters. - Elemental specialization for wizards. - Favored enemies for rangers, and a unique tracking system. - Wizards learn spells from scrolls, and can scribe them to teach other Wizards. - Traps, trap detection, caltrops, throwing for Thieves. - Resource gathering: foraging, mining, prospecting, etc.. - Detailed crafting, requiring the right tools, ingredients, and recipe/plans. - Detailed weather system, which affects your character in many ways. - Many, MANY expansions for OLC to give new areas more flavor. (oprogs/rprogs, new sectors, new flags (for objs/rooms), Qedit (online quest editor), almost 200 npc races, and tons of features to make building a breeze. - Complete removal of stock areas. We're in the process of rebuilding our world from scratch. Only stock area left is the academy which we've nearly completely refaced. - Factions, led by players, made up of areas, which can produce money, materials, etc.. for global trade. Features/Systems planned in the future: - caravans which take goods from one city to another, which can at times be ambushed. - new combat system, initiative based, involving weapon speeds, etc... - 'instanced' dragons, with smart AI who can devastate towns and then run to hide in their lair. - and much much more. So, if you're interested in building/playtesting here, please let me know. Drop by aragond.com:9000 or just email me at drew.haley@gmail.com. Hope to see you there!
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A mud based on Advanced Dungeons and Dragons, we've tried to create a blend of role playing and hack-n-slash elements, to offer a little something for everyone. This isn't your standard, stock ROM mud. We don't have "groups", you take each skill and spell individually, and shape your character exactly how you like, it is impossible to have a "cookie cutter" build. Play any of 9 class and 20 race combinations, with the ability to multi class, giving immense options in your character's potential array of abilities. Random loot drops combined with predefined objects give players many options for their equipment. Objects are somewhat more immersive than most muds. We have an extensive random loot generation system, which creates millions of variations of items. You can push, pull, or pry objects as well, all with varying effects. One example I've seen is players pulling corpses of other players into a safe room so they can retrieve their equipment after dying to a tough monster. Objects can also be buoyant, and thus float on water, and furthermore, drift in the direction the wind is blowing. Trees age and grow, you can pack tobacco in your pipe and smoke it, scribe scrolls, erase them, and more. Some of our features: - Classes: fighter, cleric, thief, wizard, druid, ranger, paladin, bard, monk. - Races: human, half elf, elf, half orc, gnome, halfling, dwarf, duergar, drow, half ogre, minotaur, centaur, loxodon, aarakocra, revenant, aasimar, bugbear, tiefling, lizardman, tabaxi. - Multiple ways to gain experience, from exploring to crafting, to good ole' killing. - Multi classing (true d&d style) - Ships (player owned and operated) - A living economy (affected by almost everything, from resources available to money on hand at shops, and more!) - Extended immortal functions (for running in game quests and such) - Wizards/clerics/druids learn spells from scrolls, and can scribe them to teach others. - Many expansions for OLC to give new areas more flavor. (oprogs, new sectors, new flags (for objs/rooms, new npc races, and MUCH more.). - Complete removal of stock areas. We're in the process of rebuilding our world from scratch (1300+ rooms currently.) - A random item system (set to an act_flag), allows mobs to have your traditional 'stock' items as well as random loot. - Stronger mobs drop stronger random loot. Bosses set up to have loot tables. - Boss mobs have typically much better AI. - Group ranks, so your fighter can be in front and soak all the damage. Allows for interesting strategy. - Resource gathering: foraging, mining, prospecting, etc.. - Skill trees based on skill prerequisites and stat requirements have been added to give flavor to each class. - Guild ranks govern how well you are treated in your guild, and what the guild trainer will teach you. - A robust and rich quest system completely written from scratch, allowing you to work on multiple quests at once. - Bleeding and critical hits. - Epic, Legendary, Artifact and Unique item levels! Unique items can only have one instance, so people will be after you if you have one. - Extended immortal functions (for running in game quests and such) - A huge materials list which everything in the world is created from; players can collect materials from smelting/cutting objects and from skills like mining, prospecting, and more! - Extensive crafting systems. - A unique 'tracking' system, where all creatures leave footprints (assuming you're not flying). - Dynamic weather; each area has it's own climate, and weather can affect your character in many ways (Rain can put out your torch, you can slip and fall in combat, snow/rain washes away tracks/blood, etc...), and the weather shows up in the room! (If it's been raining you see pools of rain, if snowing it will show blankets of snow, etc..) - A QEditor (Quest Edit) custom created for OLC. - Multitudes of expansions to the stock OLC, including new sectors, obj types, npc races, act flags, and much much more. - Weapon specialization for fighters. - Elemental specialization for wizards, giving them an edge when dealing with their element of affinity. - Traps, trap detection, secret doors, hidden/buried objects, and more! - Tiered skill system; gain guild ranks and learn skill prerequisites to learn better skills and unlock subclasses. - Hundreds of new spells and skills. We have a stable base and some devoted staff, so if you're interested in building/playtesting here, drop by mudhaven.net:9000 or just email me at drew.haley@gmail.com.
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