This game is NOT the average MUD. It's totally on it's own, with hardly any semblance to traditional AD&D muds. No magic missile indeed! Some players may be a little disappointed at first, when they find out it doesn't involve the traditional (read: overused) features below: -Traditional magic -Bash -Anything in a usual D&D type game
Take the stats, battle, class, and XP system. We have these stats: Strength - Raw physical strength Constitution - Ability to withstand pain Endurance - How long before you get tired Agility - Coordination and quick reflexes Intelligence - Learning speed Will - Mental fortitude Perception - Keeness of senses Bearing - Leadership power and charisma
The battle stats: Pain - If this gets high enough, the character may double and can be defeated. Fatigue - If this gets high enough, the character may need to pant to catch his breath. Unbalance - If this gets high enough, the character can be tripped or fall over. Fear - If this gets high enough, the character may flee or give the opponent the offence Force Absorb - How much blunt attack pain is blocked Sharp Absorb - How much bladed attack pain is blocked Balance - How much unbalance is blocked Courage - How much fear is blocked Intimidation - How much fear one instills into the opponent
A player starts out by modifying (or not if they wish to make a quick character) these stats. Over time, a player matures (4 times total) in their life, which provide small bonuses to their stats. Other gear (certain armor, weapons, and items) can also modify stats, like a bone bracelet which can increase intimidation but decrease constitution. Certain stats may benefit one class more than another; a character with a low con but high intelligence may be a better witch than theologist.
Battle stats determine what goes on in the battle. If pain goes over constitution, the person doubles. If fatigue goes over endurance, the person pants. If unbalance goes over agility (and balance combined), the person will fall over. If fear is accumulated, the person may give an opponent the offense. or may even flee from battle. It's really rather simple.
Classes are another thing that BloodDusk does differently. Each character has 7 class 'slots.' Each class can go up to a maximum of 4 ranks; each rank takes up a slot. So, this way a person may have to decide between the fourth rank of fencer or the fourth rank of, say, medic. Some classes only go up to a third rank, however, so sometimes this isn't much of a problem. While this may seem bad at first, it helps prevent the 'jack of all trades' syndrome in many other MUDS. At each rank, a player learns new skills (attacks and moves which the player may use at any moment) and has the chance to gain a special ability (passive moves that come into effect on their own). An example of this is brawler: he can use the moves trip, insult, jab, and haymaker. He can gain abilities like second wind (fatigue may be healed much faster randomly), beer belly (can drink more alcohol than the normal player), etc. This is in place to help encourage player diversity.
XP system is also quite different. More defeated mobs in the game progressively, but slowly, become worth less and less XP than less defeated mobs in the game. Confusing at first, but it helps to encourage the players to search the game for newer areas to find those less-defeated mobs which may be worth more. The overall XP in the game remains the same, so no worries about XP inflation over time. XP is needed for things like gaining ranks, abilities, descriptions for oneself and one's house, or other things.
The BloodDusk quests are very different from each other, ranging from finding a hermit's dog to solving the puzzle of a middle aged woman's dark secret, even to the stealing from notorious smugglers and rescuing slaves from an evil slave- master. Some quests are initiated by talking to certain mobs; other times, clues must be found along the way of exploring.
There's much much more to the world of BloodDusk, but this is a general overview of the essentials. Log onto the game and find out just what more there is; you won't be disappointed.
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