Things have been moving along nicely and all of the new players we have gotten have been great additions.
Still working on building up the playerbase a bit and filling some of the important PC roles within the
game. Great time to stop by and get a jump on the game before we officially open!http://www.eotmud.comhttp://www.facebook.com/eotmud
eotmud.com:4000 (or 23)
TLDR Version: End of Time is a Final Fantasy based ROM MUD that doesn't require previous knowledge of Final
Fantasy to enjoy and understand. We boast numerous unique features including a deep magic and combat
system, team attacks, an ANSI world map, racial templates including Vampires and Werewolves, detailed
character creation and much more! The game has been in development for YEARS and is getting near to opening
and this is the perfect time to jump on board!
End of Time is a predominately Final Fantasy based MUD with heavy influence from the Chrono series. It was
built ontop of the ROM Codebase, but has progressed far beyond anything resembling stock.
While we are a 'themed' MUD, previous experience with Final Fantasy is NOT necessary to play, enjoy, and
understand the game. Our areas, races, and classes are based on the worlds in our theme, but woven together
for an original, if not "inspired" experience.
We boast numerous ORIGINAL features UNIQUE to our game, many of which written by a coder who has gone on to
release numerous snippets that can be seen in dozens of MUDs, including some of the most popular Final
Fantasy MUDs. Some of these include the ability to create custom skills known as "limit breaks" whose usage
bar increases under circumstances YOU decide, with affects and messaging decided by YOU. Our magic system
has seen a complete rewrite, with the ability to modify, retarget, cancel, combine and other things to
spells while they are being cast. Our combat system, while round based, has been broken out of the
traditional timed rounds and its timing is based on your stats.
Our game offers several other features, including random battles in the vein of console RPGs, team attacks
that groups can perform in the vein of the Chrono series, elemental alignments for players and rooms,
experience points for skill use, class promotion (nearly ready to be opened) that allows you to pick the
class direction your character will progress through, detailed character customization that allows you to
set what your character looks like in creation, racial templates that "overlay" your current race (includes
Vampires, Werewolves, and many more), and much more!
Numerous "annoying" aspects of stock ROM gameplay have also been elminated, such as the need for food/water
is gone, the need for lights has also met it's end, along with things like movement points and "lag" time
for skill use, which has been replaced with a much friendlier "wait time" that allows you to do most of your
normal commands within the MUD and just regulates (mostly) skill use and combat commands.
Our world has areas mostly based out of Final Fantasy, but are arranged and developed in a way that is
original to our game. Familiarity with the games is not necessary, or in some respects even helpful, so
there is NO entry level barrier to people not familiar with the theme. For those who aren't, you can expect
a predominately Fantasy setting, with elements of low technology, mythological elements, and political
intrigue all mixed together. Indeed, any "events" from any of the games comprising our history date back at
least 30 years prior to the current in-game timeline, and so most of the story and roleplay will have little
to do with events from the game, they are simply backstory. There are NO PC versions of characters from the
games to contend with, as we are driving for originality in our stories, just in the themed setting we have
crafted. At of this post, there are over 105 areas completed, most of which are currently accessible as
well. The world and clan systems are all setup for a large playerbase, which we hope to someday achieve.
We have been development for literally YEARS, with elements of the story and roleplay dating back two MUDs
and 12 years prior. The codebase itself, originally a side project for a friend of mine, myself, and
another friend, was transformed into a Final Fantasy based MUD after the one we had been playing for a while
was going to be shut down. This was the birth of Cleft of Dimension in 2001. A few years later, as one of
the original founders of CoD, me and a handful of other Admins split from CoD and converted the codebase
into End of Time, while CoD continued to run in its own, unaltered state. Development was spotty for a
couple of years with sporadic coders, but EoT has been up consistently and in development since I took over
as coder in 2005. A lot of time and work has gone into crafting a completely non-stock world, with tons of
things in the code re-written from scratch or very heavily modified. We are getting tantalizingly close to
finally opening and I am hoping to draw in some players to start filling in key immortal and player roles
alike. Leaders for 2 of the 3 major government clans have been filled, but otherwise many of the top
positions within them are open. There is a very small immortal staff now, with plenty of room for more.
This is a really well crafted game whose potential now rests in the hands of the players, and wish a solid
playerbase, I have little doubt it will soar to great heights. Things are pretty quiet at the moment, but
I'm hoping to start drumming up more of a public interest before listing the game and officially opening.
Consider giving End of Time a try!
Since we aren't listed, I thought I would take a moment to clarify what would be on our listing in the stat
box to the right, and to clarify certain elements so that people who might be considering coming to play has
a better idea of some other things they can expect.
Primary Language: English
Minimum Players: Under 10
Extended Race Selection*2
Extended Class Selection*3
Character Approval Unnecessary
Roleplaying Is Encouraged
Skill & Level-Based Training System*5
Skill & Level-Based Equipment System
World is all original
Large World (8,000+ rooms)*7
Mud is fully operational
*1: Player Killing is generally an opt-in only system, as all players begin the game "PK Safe." At any
point, a player may "removepksafe <password>" in order to remove this protection, and only players who have
done this may kill one another. There is no level limitation on player killing, but roleplay justification
(along with a note written on the RP board about the altercation) is necessary. In the case of particularly
aggressive roleplay, another player may request the removal of another character's PK Safe, although this is
entirely up to the discretion of the staff.
*2: There are 9 basic races that may be selected at creation, each of which has different starting stats and
each have unique skills gained every 20 levels, starting at level 1.
1) Human: Most balanced, standard, and common race
2) Beast: A "Monster" race, any typical random monster
3) Cetra: Highly Magical beings, also known as Half Espers
4) Reptite: Bipedal reptilian race of high intellect
5) Dwarf: Short, stout, strong and intelligent
6) Guado: Agile and graceful creatues with elongated ears and fingers
7) Moogle: Small, white, and furry with wings and a unique language
8) Robot: Large, strong, and stocky machines
9) Ronso: A blue, sasquatch-like race with feline faces
There are also numerous "Racial Templates" that may be obtained as well. Humans, for example, each have a
racial template that may be selected at creation depending on their hometown. Racial templates apply ontop
of the already existing races to modify them, but some characteristics (and already gained racial skills) of
the original race remain as well. In addition to the Human templates of Mutate, Al-Bhed and Lunarian, there
are also Vampires, Lycanthropes, Unsent (our version of Undead) and Black Moogles (an aggressive, less
cuddly version of Moogles). There are also temporary racial templates brought on by spell affects, such as
Zombie and Imp. Once a player has contracted a racial template (the Human and Moogle templates aside, which
are created as such), any further skills gained from that point on are replaced by the template skills.
*3: Players begin the game with the options of Fighter, Thief, Knight and Mage. The four options are
generally what you would expect, although it is important to note that Fighters are almost exclusively NO
magic, while Thieves get minimal. Mages, obviously, are the primary magic users, with Knights combining a
lesser arsenal of magic usage with a balance of mostly defensive combat skills.
At level 50, however, each class may "promote" to an upgrades version of their class, with three options.
The options are broken down into "light, neutral & dark" options. Fighters may upgrade to Monks, Advanced
Fighters, or Samurai. Thieves may upgrade to Pirate, Advanced Thief, or Assassin. Knights may upgrade to
Paladin, Advanced Knight, or Dark Knight. Mages may upgrade to White Wizard, Advanced Mage, or Black
Wizard. At level 80, there will be another promotion, with each light and dark class having a further light
and dark option, while the "Advanced" version of a class may pass on to the "Master" version of their class.
*4: While lacking a "Questmaster" type of automated quests, there are numerous hand written quests scattered
throughout the game, along with Staff ran quest events as well. A playable "storyline" spanning the entire
game is also in the works.
*5: Most of the skills are learned by meeting the required level and finding the teacher for it, but many
skills are based on how well you know other skills. For example, in order to learn the 2nd tier red spell
combustion, you must max the 1st tier fireball to 100%, upon which combustion will automatically be learned
at 60% (and must be raised through use from this point). Learning both backstab and sneak to 100% will
allow you to automatically learn "shadow step" at 60%, a skill that will allow to begin a backstab attack
from an adjacent room. All of our elemental magic uses this system, and can go up to 4 tiers, while several
other skills employ this method of learning new skills as well.
*6: Clans are offered, and at start of game there are three big, player-ran Governments that are the major
powers of the world. Once these are filled out a bit, applications will be taken for new clans. Clans are
structured with a maximum possible of 5 divisions with 10 ranks each, with an unlimited number of people
that can fill any position. There are different classification of clans, which carry different benefits.
*7: All total (as of this writing) the MUD has a total of 22271 rooms, however, 13744 of those are
"wilderness" areas, so for the purposes of this stat, I included "described" rooms instead, which total over
8500 rooms in over 105 completed areas.
*8: The content within the game, while I wouldn't entirely call it "child friendly" is certainly not adult
oriented. We are striving for a PG-13 level experience with game content and staff supported roleplay and
events. We encourage the players to keep their content within such a PG-13 level, but generally don't
police it as such. Excessive cursing or otherwise "offensive" language or actions on public channels or in
heavily trafficked public areas is actively discouraged.