
Winter Night: Shadow Dreams

tmc rank: 153
updated: March 29, 2018
created: July, 1999
codebase: Rom Twilight3.0b1
site: winter.nightshadow.com 5555 [216.136.9.8]
email: rojak_my (at) yahoo (dot) com
theme: Primarily Dragonlance
Location: USA
Primary Language: English
Minimum Players: Under 10
Multi-Play: Yes
Player-Kill: Restricted
updated: March 29, 2018
created: July, 1999
codebase: Rom Twilight3.0b1
site: winter.nightshadow.com 5555 [216.136.9.8]
email: rojak_my (at) yahoo (dot) com
theme: Primarily Dragonlance
Location: USA
Primary Language: English
Minimum Players: Under 10
Multi-Play: Yes
Player-Kill: Restricted
Extended Race Selection
Extended Class Selection
Multi-classing Allowed
Equipment Saved
Quests Available
Character Approval Unnecessary
Ansi Color
Roleplaying Is Encouraged
Newbie friendly
Skill & Level-Based Training System
Skill & Level-Based Equipment System
Currently Hiring Coders
Supports/uses MSP
Supports/uses MCCP
Supports/uses MXP
Clans Offered
Player Crafting System
Screen-Reader Friendly
Xterm 256 Color Support
Out-of-band Protocol Support
World is mostly original
Large World (8,000+ rooms)
Generally Adult-Oriented
Mud is fully operational
Extended Class Selection
Multi-classing Allowed
Equipment Saved
Quests Available
Character Approval Unnecessary
Ansi Color
Roleplaying Is Encouraged
Newbie friendly
Skill & Level-Based Training System
Skill & Level-Based Equipment System
Currently Hiring Coders
Supports/uses MSP
Supports/uses MCCP
Supports/uses MXP
Clans Offered
Player Crafting System
Screen-Reader Friendly
Xterm 256 Color Support
Out-of-band Protocol Support
World is mostly original
Large World (8,000+ rooms)
Generally Adult-Oriented
Mud is fully operational
Solace has burned. The War of the Lance rages all around as refugees strive to build a community in which there can be hope - maybe not peace - but hope. Do you really have what it takes to become a brave Solamnic, a cunning mage of the Conclave or a recruit in the Dragonarmies?
Winter Night (WN) is a MUD-RPG based primarily on the Dragonlance Saga. While the core gameplay of WN still revolves around exploration and combat, we do strive to add more options to the world for effects and depth. Something else for players to do other than fighting, right? For example, we have mining system and other automated economics that includes city, guilds and clan systems. We already have a realistic agriculture system (from seeding, watching the seed grow into something like a fruit tree, until it ripens so you can pick the fruits), seasons and terrains (with their appropriate effects) -- just to mention a few. Players may design and build their own castles and equipments too, for some fees of course. In addition, while we obviously do not try to design a game whereby interactions with other 'live' players are unnecessary (although we try too hard sometimes), a player should be able to immerse him/herself in the game in his own time and way, whereby the game should be able to provide almost everything he needs without another player's or Immortal's intervention.
At the basic level, WN features virtually unlimited levels to allow players to continue gaining power upwards (albeit in a decreasing marginal return fashion). Players can also multiclass after reaching certain level, up to a maximum of 5 multiclasses.
There are 9 primary classes - with options to specialize further (within certain classes), whereby there are 10 sub-classes in total so far. For example, after joining the Conclave, a mage must choose a robe and therefore develop his/her character down that path. Each robe has their own skill/spellsets and powers, designed as closely as possible to relevant AD&D rulebooks.
Moreover, within each class and subclass itself, skills and spells are virtually gainable at any levels (assuming the player can afford the gain cost), including skill/spell trees, whereby currently there are already 500+ skills and spells with various effects. There is also the opportunity for player to design their own custom skills and spells (although how to get this far is altogether a different issue i.e. gaining skill/spell mastery), and other racial bonuses/penalties or other random factors -- therefore not only that the 9 classes and subclasses will definitely differentiate one player with another, literally there are countless permutations in any player's development so much so that the probability of having two characters that are too similar in abilities and playability is very remote.
WN is not for the wimpy. If you are looking just for easy exp, straightforward and simple hack and slash 'automatic' or templatized kind of game (like Merc of old days), WN is probably not for you. The combat system itself is something one need to master (although you may still select standard ROM-style combat option if you prefer fights done automatically).
--
[WN is an incarnation of Autumn Twilight that had gone down some time in 2005/06. WN is still being rebalanced, tested and tuned-up for consistencies. Especially since we have 45+ types of weapons including area cannons and explosives, and armor ranging from mere clothing to full-plate suits that works in full effect (not just merely in name). So we welcome former Imms, old players and new alike - in fact please do drop us an email to see if your previous player character(s) is/are available to be converted and restored. We welcome everyone, even just to reminisce old times. ]
Winter Night (WN) is a MUD-RPG based primarily on the Dragonlance Saga. While the core gameplay of WN still revolves around exploration and combat, we do strive to add more options to the world for effects and depth. Something else for players to do other than fighting, right? For example, we have mining system and other automated economics that includes city, guilds and clan systems. We already have a realistic agriculture system (from seeding, watching the seed grow into something like a fruit tree, until it ripens so you can pick the fruits), seasons and terrains (with their appropriate effects) -- just to mention a few. Players may design and build their own castles and equipments too, for some fees of course. In addition, while we obviously do not try to design a game whereby interactions with other 'live' players are unnecessary (although we try too hard sometimes), a player should be able to immerse him/herself in the game in his own time and way, whereby the game should be able to provide almost everything he needs without another player's or Immortal's intervention.
At the basic level, WN features virtually unlimited levels to allow players to continue gaining power upwards (albeit in a decreasing marginal return fashion). Players can also multiclass after reaching certain level, up to a maximum of 5 multiclasses.
There are 9 primary classes - with options to specialize further (within certain classes), whereby there are 10 sub-classes in total so far. For example, after joining the Conclave, a mage must choose a robe and therefore develop his/her character down that path. Each robe has their own skill/spellsets and powers, designed as closely as possible to relevant AD&D rulebooks.
Moreover, within each class and subclass itself, skills and spells are virtually gainable at any levels (assuming the player can afford the gain cost), including skill/spell trees, whereby currently there are already 500+ skills and spells with various effects. There is also the opportunity for player to design their own custom skills and spells (although how to get this far is altogether a different issue i.e. gaining skill/spell mastery), and other racial bonuses/penalties or other random factors -- therefore not only that the 9 classes and subclasses will definitely differentiate one player with another, literally there are countless permutations in any player's development so much so that the probability of having two characters that are too similar in abilities and playability is very remote.
WN is not for the wimpy. If you are looking just for easy exp, straightforward and simple hack and slash 'automatic' or templatized kind of game (like Merc of old days), WN is probably not for you. The combat system itself is something one need to master (although you may still select standard ROM-style combat option if you prefer fights done automatically).
--
[WN is an incarnation of Autumn Twilight that had gone down some time in 2005/06. WN is still being rebalanced, tested and tuned-up for consistencies. Especially since we have 45+ types of weapons including area cannons and explosives, and armor ranging from mere clothing to full-plate suits that works in full effect (not just merely in name). So we welcome former Imms, old players and new alike - in fact please do drop us an email to see if your previous player character(s) is/are available to be converted and restored. We welcome everyone, even just to reminisce old times. ]