Hi,
I've visited this game and seemed to like it. It's the kind of roleplaying game, based on the DIKU codebase, and I look at it as kind of a break from the goal-oriented games, since it is not level-based, and is rather skill-based, and you don't need to have cash if you don't care. As far as I've seen, cash is used for buying drinks/food/equipment, like rings and stuff. There are no kind of stat-giving equipment, not as far as I've seen, at least. The mud has a background, story, it has a new fictional world made up with it's own tales and stories and traditions. Some of the guilds are, warrior, ranger, thief, fire elementalist, water elementalist, shadow elementalist, sourcerer, etc. Subguilds consist of, bards, stonecrafters, jewelers, and around 23 other things that I happily don't remember! There is no long-range tell, instead, you should stabblish a mental, telepathic connection.
Perhaps the most amazing thing about this mud is it's magic system. Here is the URL that gives a brief help on that:
Basically, unlike other DIKU based muds, (and 99% of the other fantasy fictional muds), you don't type "cast fireball <target>", but instead, each spell is made up of five sections:
The power level is how much magick you wish to invest in the spell. There are seven power levels: wek, yuqa, kral, een, pav, sul, and mon. A spell cast
at 'wek' power will be very weak, while one cast at 'mon' will be very strong.
at 'wek' power will be very weak, while one cast at 'mon' will be very strong.
Reach determines what the effect of the spell will be. There are two possible reaches: un and nil. Casting a spell with 'un' reach means that the spell
will take a 'real' effect. Casting with the 'nil' reach causes no effect at all, but the spell will still be cast. This is useful for practising potentially
dangerous spells that could anger or hurt those nearby. However, the learning curve for 'nil' spells is much slower than 'real' spells. Note that it is
illegal to cast spells in most civilised areas, and that magickers are generally feared, and disassociated from, by the rest of society.
will take a 'real' effect. Casting with the 'nil' reach causes no effect at all, but the spell will still be cast. This is useful for practising potentially
dangerous spells that could anger or hurt those nearby. However, the learning curve for 'nil' spells is much slower than 'real' spells. Note that it is
illegal to cast spells in most civilised areas, and that magickers are generally feared, and disassociated from, by the rest of society.
The element, sphere, and mood determine the nature of the spell. The element is which elemental power will drive the magick, such as Ruk (earth) or Vivadu
(water). Sphere indicates whether it will give information, protect someone, cause harm, and so on. Mood is the 'attitude' of the magick, whether it is
aggressive, helpful, neutral, and so on.
(water). Sphere indicates whether it will give information, protect someone, cause harm, and so on. Mood is the 'attitude' of the magick, whether it is
aggressive, helpful, neutral, and so on.
Also, the general magic help URL is:
Tell me how you think about it?
---
Contact info:
Skype: parham-d
MSN: fire_lizard16 at hotmail dot com
email: parham90 at GMail dot com
Contact info:
Skype: parham-d
MSN: fire_lizard16 at hotmail dot com
email: parham90 at GMail dot com







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