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The Adventurers' Inn MUD
Click to play
Web Address:  telnet://TheAdventurersInn.com   port 7171

Welcome

News
   We've had two pre-alpha testing sessions so far - and both have been very positive.  Progress may be coming along slowly, but progress is still being made!   And I am still looking for help with creating it!   So if you know anyone that can program C++, or has excellent writings skills, and wants to devote some consistent, dependable time to creating a high quality game - then PLEASE contact me.

Also, please visit our development forum at:  arcanum.forumup.org   This forum should give you a better picture of what's going with the game and what you can look forward to.  I hope you will continue to be patient and wait for the new game!

Be sure to check back often for more information!

Lanthum

Features
  • There will be some tried and true fantasy races like Elves and Dwarves, as well as some original races.  Soon I hope to have some original artwork up of our races.  Watch here for more info.

  • No "classes" as defined by the typical MUD.  Players will choose starting skills and spells and develop them to greater proficiency levels within the game.  These skills are what will define their character within the game - no a "class" name.  This will allow players to use whatever title they want to call themselves - they won't be restricted by a class title by the game.

  • Player run Cities, Guilds, and Clans.

  • Player owned Shops.

  • Descriptions of rooms will be dynamic based on the time of day, and the season.

  • An intensive Combat system that will include "postures", and advanced "skill chaining" to obtain more realism and in-depth heart-pounding Combat sequences!

  • Players can teach each other skills and spells.  This will be based on certain requirements for each skill/spell.  The teacher will need to master the skill/spell to a minimum specific proficiency first, and both teacher and student will have to  spend enough time learning together.

  • Skills/Spells can only be learned up to a specific proficiency.  After that, they will only increase with use.

  • Skill/Spell knowledge will atrophy over time without use - meaning you will slowly forget how to do skills and spells if you don't keep up practicing them.  The amount each skill and spell will atrophy will be based on many different factors.

  • An immersive and detailed Magic system that includes casting times, delays, and targeting.  It will make more sense why magic is so powerful, but still has it's limits!

  • Characters will age, and will change with the aging process based on their Race.  For example, Elves will get smarter with age.

  • There will be some form of permadeath - where your character dies completely and does not come back to life.  I am not certain on the specifics of how I will implement this just yet.  But I know that it will be gradual over time - new characters won't just die and be gone right from the start.  It may just coincide with the aging part mentioned above.  Look for more information about this here in the near future.

  • At character creation, your character will be assigned a few randomly selected Skill  and Race Quests that he/she will have to complete.  These quests are very important and will need to be completed for the character to advance to certain Skill/Guild/or Race levels.  Eventually I hope to have enough quests, that although repeating will happen, that it will be possible to make that same kind of character several different times and not see the same Quests.

  • Automatic Events run by the Mud (this is usually called "scripting" or an "Event Queue" on Mud's).  What this means is that actions and reactions will be handled more smoothly, and will allow for an even greater range of possibilities.  A simple example of this might be:  open a door with a trap mechanism and 8 rooms later you find the bridge over the underground river has been cut.  But find the trap and disarm it, and the bridge is fine.

  • NPC's (Non-Player Characters) will have inventory items that make sense.  No more finding "a really big bad sword" on a little puny rat.  If you come across a citizen in a city, they will carry appropriate items for their description.  And chances are, Mobs will be USING that item against you!

  • Objects can be crafted by players.  Objects can be given magical qualities by players as well.







Last Updated:  Tuesday, September 16th, 2008

Copyright © 2008 Doug Mantooth