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Old 04-13-2011, 03:21 AM   #8
Amilyndra
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Join Date: Oct 2009
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Re: Looking for MUD (heavy on skills) plus need advice.

Wotmud.org is a Wheel of Time based game with 3 races (seanchan, human, and dark sides), 4 classes (warrior, rogue, hunter, and channeler), 38 non-spell skills (warrior, rogue, and hunter), and 49 spell skills (channeler). Each race has its own who list and global discussion channels. At any given time there are usually 20+ players around during non-peak hours, with 70+ during peak hours, spread across the 3 races. Generally, there are more humans online than the other two races. PK (PvP) is unrestricted, and each of the three races are enemies, though many times humans and seanchan will work together to kill darkies. There is an extensive number of crafting options available, including crafting saleable goods, weapons, and armor. RP is encouraged but not enforced, unless you are a member of a clan. Each clan has its own RP which its members are expected to follow.

While the choices in race, class, and skills may seem limited at first glance, there is great variety in game play depending on your class, the stats you roll, gear you wear, weapon/s you use, and skill combinations you practice. As you gain in levels, you gain practice points which you spend on learning your skills. Only channelers can practice spell skills and acquire both regular practice points and spell practice points. As a newbie it's recommended to create a human warrior from Two Rivers or a human hunter from the Borderlands as your first character to learn the game.

Warriors are usually heavy hitters with the most hit points, rogues are the dodgy, stabbing types and hunters are in between. While the channeler class is the most powerful, it is also the class with the fewest hit points. Channelers are generally considered to be glass cannons. Each non-channeler class has special abilities innate to that class, which are greatly improved from practicing certain skills. Warriors have zerk-attack, which means when they are in berserk mood (unable to flee from a fight) they are able to hit twice per fight round, rather than once. Rogues have auto-scan, which allows them to see what's in adjoining rooms in cities and roads as they move without having to enter any commands (feature may be turned off at will). Hunters have auto-track, which enables them to see tracks on the ground without having to enter any commands.

The stats you roll are dependent on the class and homeland you choose on character creation. Stats reveal at lvl 3 and if you don't like them, you can restat and start again at level 1 and get a new set of stats at level 3. Certain stats better for different classes. For example, if you are a warrior, you'll want high strength and high constitution. As a rogue, you're looking for high intelligence and dexterity. Hunters are more balanced. Channelers should look for high intelligence, will, and dexterity.

Each of the non-channeler skills are available to any class of player, however, the number of skills you are able to practice depends on your class and which skills you are practicing. For example, a warrior practicing a warrior skill costs 1 practice point per practice session, while a warrior practicing a rogue skill costs 3 practice points per practice session. Which weaves (what we call spells) a channeler can practice is dependent on which elements and element-levels they have practiced. For example, the ice spikes weave requires a channeler to first practice 3 levels of Air and 3 levels of Water before being able to practice the skill itself.

Last edited by Amilyndra : 04-13-2011 at 04:42 PM.
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