The Full Wiki



More info on Age of Dragons MUD

Age of Dragons MUD: Wikis


Note: Many of our articles have direct quotes from sources you can cite, within the Wikipedia article! This article doesn't yet, but we're working on it! See more info or our list of citable articles.
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: No
  • Player-Kill: Restricted
  • Extended Race Selection
  • Extended Class Selection
  • Equipment Saved
  • Ansi Color
  • Quests Available
  • Roleplaying Is Encouraged
  • Newbie friendly
  • Skill & Level-Based Training System
  • Skill & Level-Based Equipment System
  • Clans Offered
  • Detailed Character Creation
  • World is all original
  • Large 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








  • Got something to say? Make a comment.
    Your name
    Your email address
    Message
    Please enter the solution to case below
    70+12=