Well, its been a while since I posted a review, so I think I'll try (god willing) to make a weekly update telling people about our mud and what we have going on.
Sometime in the next month we will be adding two new classes to expand our class total to 12
Our ranged combat system is in now, except for ammo flags. Right now an arrow (or bullet or whatever) has no special properties, but this is coming in time.
Along with our ranged combat for weapons we have ranged combat for magic. Many, but not all, of our spells can be cast at a range of up to 2 rooms away.
Our builders have been hard at work and we have added 3 new areas for folks to explore in the past 2 weeks.
Our clan system is up and running, and we have three clans already started!
We are always looking for new bulders who want to share thier ideas and areas with us.
I have been told that our stat system bears explanation for newcomers as it is quite different. So here goes.
In our mud your lvling gains are based solely on luck, not stats like in many other muds. This does not mean your stats are unimportant. Our stats are dynamic. This means they can affect you positively when raised, and negatively when lowered. An excellent example is the constitution stat. When added (by magic or eq) it adds a number of hps equal to your lvl per extra point of con. So if yer lvl 100, you get 100 hps per con pt. The same hgold true if lowered though. When the bonus stats are removed (by harmful magic or removing the bonus stat equipment.) You lose the hps gained from your max and current totals. The affects are similar for all current stats. Add the stat, you get the bonus. Lose the stat, you lose the bonus.
I can't think of anything else to add right now, But come on by and give us a try, I'm the imm Ioreth, and I'll be happy to help you.