Age of Dragons was originally created in 1996.
Since
that time the
MUD has
gone through many changes in order
to improve the original world
we have created. We now
have over 150 zones throughout the MUD,
along with three
major cities from
Dragonlance that players of all different
alignments call
home.
Some of the code used on Age of Dragons
includes a
memorization system, where players actually memorize
their
spells instead of using mana, detailed descriptions for
players so that they can customize their characters to
the
fullest extent, an introduction system which allows
players
to pick and choose which players they wish to be
associated with,
and an approval system for new characters
that ensures only
players with appropriate descriptions
and names will be a part of
our world.
Numerous different skills and spells from the
original
and new age of
Dungeons and Dragons have been included
for
players to have at their disposal, we offer eight different
races, and eleven different classes to choose from.
Age of
Dragons is a MUD like no other. Our originality,
ability to obtain
unique objects through quests, and
rewards for good roleplaying
will make Age of Dragons your
newest addiction.
MUD Breakdown
Primary Language: English
Min. # of Players Online: 10 - 24
Multi-Play: NoPlayer-Kill: Restricted Extended Race
SelectionExtended Class SelectionEquipment SavedAnsi
ColorQuests AvailableRoleplaying Is EncouragedNewbie
friendlySkill & Level-Based Training SystemSkill &
Level-Based Equipment SystemClans OfferedDetailed Character
CreationWorld is all originalLarge World (1,500 rooms)Mud
is fully operational Available Classes
Knight*This is the class of mounted
warriors. This class believes in chivalry and honor. They are
unparalleled in their ability to:fight while on horseback, and
have superior skills while on foot. They possess no skill for magic
however, and if fact distrust it
:severely. Knights will use all
but the crudest forms of weaponry and armor. Most Knights enter
combat using either a large two-handed
:weapon, or sword and
shield. Knights must be well rounded in areas both physical and
mental.
Fighter*Warriors are known to have
more strength than the average player. This makes them better at
hand-to-hand-combat, as :they possess skills of violence and
fighting unequaled by the members of any other class. However, they
lack the ability
:to use magic of any sort. However, as they
often have had need to use versatility and resourcefulness in their
travels,
:fighters will use virtually any item they come across.
Warriors must posses at least an average strength for the use
:of
the heavy weapons and armor that are commonly used in
combat.
Cleric*Clerics are the torches of
faith in Krynn, spreading their religion to all who are willing.
They serve under the direct purpose of the God:which they follow,
and as such devoted servants are granted a wide variety of spells,
mostly of a healing or protective nature. Clerics can use
:most
forms of armor and will wield only blunt weaponry. Clerics must be
more wise and worldly than average and possess relatively average
:reason and intellect.
Mage*Those who
study the arts of sorcery, and wield it with impressive results.
Mages are a mysterious sort, often distrusted by those who:do not
understand the intricacies of magic. Some of the most powerful men
and women from the history of Krynn have been wizards, for good
or
:for evil. Most mages are members of the Conclave of Wizards,
an organization created to promote and protect the use of magic in
Ansalon.
:Renegade wizards are fiercely hunted by these wizards
for fear of unleashing the overly dangerous and chaotic forces of
magic.
:Mages must possess above average intellect for the
complex formulas and mathematics involved in spell casting, as well
as average agility to
:for the manipulation of spell components
and performance of somatic
gestures.
Ranger*These are the men and
women of the wilderness, striving for the defense and flourishing
of nature. They are superb woodsmen:and excel at such skills of
the wild. Also able warriors, rangers will use most weapons, save
the most cumbersome and intricate,
:preferring the subtlety of
nature. They will wear no armor heavier than chain mail, and even
then usually prefer the lightest mesh
:possible. Rangers are, like
paladins, holy warriors although of a different sort. The most
adept of their kind receive some
:spells from their patron God.
Rangers must have above average physical skills and must also
possess more wisdom and worldliness
:than the
norm.
Paladin*These are the holy and unholy
warriors of the Gods. They hold similar views of honor as knights
and cavaliers, and in fact many of them are :just that. They will
fight solely and fiercely for the beliefs and causes of their God,
with little thought for their own desires. Paladins
:will use all
but the most crude forms of armor and weaponry. Those who have
reached the highest statures are granted some minor spells by their
:God. Paladins must possess decent physical attributes, and must
also have an above average clarity of thinking as well as excellent
social
:skills.
Druid*Druids are the
protectors of Nature, believing in the sanctity of the natural
world. Although they worship Gods of several faiths and
:alignments, they all have a similar goal for the most part in
defense of nature. Druids receive a wide variety of spells from
their patron
:God. They may only use weapons and armor of natural
materials, save for a few select items used in ceremonies. Druids
must possess above
:average wisdom and social
skills.
Barbarian*These are the people of
the wilderness, often dubbed as primitive by the "civilized"
cultures. The warriors of such tribes and clans excel :at
combative abilities. Their skills reflect a nature of melee battle,
and of seemingly savage, yet effective combat. Barbarians greatly
:distrust most forms of magic and will refuse to use it in any
way. They will wield most weaponry save the most complicated. Their
armor
:is limited to moderate protection, mostly thick animal
skins. Barbarians must have above average strength and endurance to
live
:such a hardy life.
Connection Info
The MUD can be
played by connecting Telnet or a MUD client to www.ageofdragons.com
on port 4000.
External links
Age of Dragons official site Mud connect official site