The Mud Connector
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Legacy of Dragon Ball
Legacy of Dragon Ball
tmc rank: 159
updated: June 27, 2016
created: June, 2016
codebase: GodWars Entirely Customized
site: 75.82.180.207 9009 [75.82.180.207]
email: workingonit (at) gmail (dot) com
theme: 3D-based combat and new systems to best emulate dragon ball

Location: USA
Primary Language: English
Minimum Players: Under 10
Multi-Play: No
Player-Kill: Restricted
Mapping: Ascii
Extended Race Selection
Level-less System
Class-less System
Equipment Saved
Character Approval Unnecessary
Ansi Color
Roleplaying Is Accepted
Skill-Based Training System
Currently Hiring Builders
Supports/uses MSP
Supports/uses Pueblo
Supports/uses MCCP
Supports/uses MXP
Detailed Character Creation
World is all original
Huge World (15,000+ rooms)
Mud is open to players for testing
Mapping: Ascii
Extended Race Selection
Level-less System
Class-less System
Equipment Saved
Character Approval Unnecessary
Ansi Color
Roleplaying Is Accepted
Skill-Based Training System
Currently Hiring Builders
Supports/uses MSP
Supports/uses Pueblo
Supports/uses MCCP
Supports/uses MXP
Detailed Character Creation
World is all original
Huge World (15,000+ rooms)
Mud is open to players for testing
We've come a long way since our last update. A summary of what we have going on:

* Fighting and movement take place on a world map for each zone/planet. A z-axis adds to the nuance of battle.

* A complex timing based combat system utilizing crowd control and actual ranged attacks. A large selection of abilities fit various play-styles. Fight like a bruiser using grab/suppression & powerful finishers. Be a ninja and pelt your opponent with kunai invoking random effects; creating opportunities to use a variety of attack strategies. Or just stay as far away as possible and barrage your opponent with ki attacks. Anything is possible and we only provide suggested templates.

* Energy attacks with various sizes and travel speeds. Some lock on to a target or room and continue on if not hitting their target, potentially hitting them anyway. Sustained beam attacks like Kamehameha stretch the entire map and continually strike all enemies within the beam's radius.

* Intelligent AI. They utilize all of the abilities available to players and have their own skill-load outs and behaviors. At their best, like a fighting game, they can be unstoppable with their attack chaining. Often times they will outperform players, serving as great teachers.

* A practice mode to fight all the available mob profiles with adjustable stat and intelligence levels (cycle speed).

* Multiple profiles. Every character has their 1st profile as their game profile with permanent selections for race, age, height & weight. Profiles 2-5 are provided for the arena, tournaments and the practice zones. These profiles can freely change most any attribute giving players multiple load-outs.

* Automated tournaments. Periodically a tournament will open up allowing players to sign-up. Once registration is closed the open slots will be filled with mobiles. When your round occurs you are summoned to the tournament to fight (using your selected arena profile). Winners to receive undecided prizes...

* Action-based stat gaining. You will not gain stats by killing but rather by using skills / being the victim of skills in combat. If a skill is oriented around those stats it will effect them. A player's play-style will entirely decide how they gain stats.

* Training system. Exercises can be done using sessions points gained every 30 minutes of mud time. These exercises are mini-games that randomly increase preset stats based on the player's performance. As a player's powerlevel increases so does the difficulty of the games.

* Mixed races. We went totally progressive and granted the ability to pick two races and receive some of the abilities of both. Pure bloods receiving even greater powers of their race.

* Fight & Watch in the arena. When the tournament is not up you can freely challenge other players to fight in the arena. Using watch a player can see through the eyes of any player in the arena/tournament. You may also watch mobiles, just in a different way.

* Tons of informational commands. You will always know your exact numbers/effects and where they are coming from. In combat the same detail is present for reading your opponents.

There is more but that's about it.
We are looking for people to help us test numbers & explore the new systems - hunt those bugs. If you enjoy thrilling 3d combat that shouldn't exist in a text-based game come check us out.
ip: 75.82.180.207
port: 9009

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