What I like most about Prophecy is that it has a closeknit
community. After a few weeks you know almost everyone, unlike larger
MUDs where most are strangers. It has a friendly atmosphere and many
players are willing to help. In fact, two clans on Prophecy are
devoted to helping newbies. The staff are also open, willing to
listen, and discuss matters with players to pinpoint problems and
improve the MUD on the whole.
Prophecy also has something for everyone. Players can choose whether
to PK or not, and they also have the choice of whether to roleplay.
In addition to PK, there are also scrimmages, where players can fight
and test their skills without risk of being looted.
One newly introduced feature are the player clans. In the past, there
were five and only five clans available, and the immortals (aka
wizards aka staff) had influence in clan matters. Now, however,
players are free to create their own clans - at a certain price, of
course.
New areas are added contantly for players to explore, with hidden
treasures and challenging problems. The code is also updated to add
new aspects to the MUD.
Should players tire of levelling and exploring, they can participate
in quests held by quest immortals or the resident 'quest bot' -
Emily. Emily is a heavily coded NPC which runs automated, scheduled
quests almost daily, offering players both fun and prizes.
The coders are working on adding more races and classes to the MUD,
as well as restructuring the map so that it fits closer to Eddings.
Personally, I look forward to these changes - they will add yet
another layer of complexity, fun and challenges to all aspects of the
MUD.
All in all, this is a MUD suited best for the casual player, aimed at
providing fun and entertainment.
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