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TMC Player Reviews: Avendar: The Crucible of Legends


Review Submitted By: Dovolente
Author Status: Player and staff member
Started on Avendar: The Crucible of Legends: Jan 1998
Submission Date: Jun 14, 2005
TMC Listing: Avendar: The Crucible of Legends

The following review is the opinion of the review's author [Dovolente] and in no way represents the opinions of this website or its staff.

My perspective is as both player and MUD staff member.  Prior to
getting hooked on Avendar in 1998, I played a variety of MUDS for 
more than four years.

On the PK continuum, the PvP action in Avendar is only slightly 
restricted, and it is *intense*! The huge variety of abilities and 
classes (750+ abilities in 24 classes) make for very interesting 
match-ups and battles.  For the most part, the balance with class 
powers is quite good (though at this time, a few classes--Watcher, or 
thief-taker, and Spirit Scholar, or positive-energy mage, could use a 
boost).  Conflict at higher levels often centers around the Stones of 
Power, ten artifacts which are sought after by the great ruling houses 
many adventurers join: Raiders of Twilight, Guardians of the Law, and 
Champions of the Light.  There are no completely 'safe' areas (though 
there are 'safer' areas around city guards and taverns with bouncers).  
PK is restricted by level ranges and character role only.

On the continuum of RP requirement, RP is mandatory. Original names, 
descriptions, and character backgrounds are required. Avendar uses an 
account system, and players whose characters are consistently and 
adeptly adding to the RP environment are rewarded account points
which will give players special at-creation options for future 
characters from their account (including things such as having a 
manservant, for a char with a gentry background, or designing a unique
heirloom!)

On the continuum of RP style, Avendar leans towards epic-style 
roleplay.  Your character is an adventurer, and your role will likely 
involve epic deeds as well as the mundane. The above-mentioned houses
often have many ongoing RP storyline threads (such as a recent 
Guardian of Law thread wherein two evil law-enforcer characters 
became void golems, and now stand forever as npc guards in 
the Hall of Law). One *could* spend hours basket-weaving, fishing, 
hoeing in a field, or peddling goods (and some do)--such non-epic 
abilities aren't handled directly in the code but rather through the 
various RP tools (including 'think', which invites the MUD staff to 
observe or be involved in the current goings-on for your character).

In terms of MUD development, I could go on and on, but I'll mention 
only a few things: the coders have developed an impressive suite of 
building and progging tools. There are NPC factions which players may 
find themselves allied to or opposed against based on their choices.  
Beyond hack-and-slash advancement, characters must garner 'exploration 
points' to advance in level by journeying throughout the world.  And 
that world is large and immersive--the depth of storylines, excellent 
detail, and the mysteries waiting to be uncovered behind many of 
Avendar's areas are more than are to be found in the entirity of 
many MUDS.

As other reviews have mentioned, the learning curve in Avendar can be
steep. Steps have been taken to make the game more newbie-friendly,
such as adding a mentoring system and newbie help channel, and
revamping helpfiles. Getting the hang of Avendar is most definitely 
worth the challenge--Avendar is the first (and only) MUD for several 
players in the Avendar community.

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