I've been addicted to mud for 15 years now and tried a lot of
different ones before finally getting hooked for good on Burning. As
every other mud, this one has good things and bad, but the good things
by far outweigh the bad, imho.
We rarely have less than 20-30 players online, and on Saturdays there
are usually 75-100. The world is large - over 200 areas. Luckily there
are transporter obelisks in the major cities and on a few other
places, so travel is still fast & easy. When you reach level 50 you
start over at level 1, either as same class with new powers, or as
another class, with their abilities. And at lvl 50/50 you can buy all
your stats to max and then you get level 51, 52, 53, etc. Highest
sofar is level 85.
This mud is heavily group oriented. You can get xp on your own, but
generally it's both faster and safer to team up and do it. Mages are
great at dealing damage but won't live long without someone there to
protect him. Fighters can deal a fair amount of damage and protect
people. Bring in a priest too and you'll have an ok group. Perhaps an
animist for some nature spells, a rogue to pick locks, track, peek &
backstab? An assassinating nightblade is never bad, except for the
opponent ;-] And maybe a templar or warlock for extra power... and
some more priests to handle healing, and more mages and... you'll
have a PowerGroup! Saturday is PowerGroup day - that's when everyone
interested brings his or her best player and we form a larger group
(40-60 players) and do our best to bring down gods, ancient dragons,
dark masters or whoever has the equipment we so desperately want. And
afterwards we split up the loot, using a 'Gambler' to make sure
everything is divided fairly.
This is a non-pk mud, so people are generally helpful and friendly.
except in the arena (where nobody loses xp for dying). Outside the
arena player killing or stealing from others is illegal.
Burning also has a special area called The Well, unlike anything
I've seen on any other mud. It's extremely dangerous with lava
rooms, dangerous winds, trapdoors, quicksand and lots of nasty
monsters with special abilities, many of them deadly. It takes time
(and a lot of deaths) to figure out how to survive there, but the
rewards are certainly worth the danger.
Other things of interest... If you perform well you might be taken
into one of our mercenary groups or perhaps even start your own group.
Quests (over 100 and increasing), plus immortal-held quests. An elder
system to welcome and help new players, the arena for testing your
skills against others, active and friendly immortals (yes, they really
are!), extensive help files,...
The bad things are lack of new players, which luckily seems to be
turning again. And the easiness to get too lvl 50/50 (I'd have
prefered if it was more of a challenge). At higher levels it's hard
to get fast xp by soloing, which means people normally team up. This
is not nessecarily bad, since it brings people together, but I prefer
going solo. Oh, and I'm also (finally) running out of areas to
The main thing that's kept me on Burning is the fact that I could
never reach a 'final level' or say that I know everything there is
to know - there is always another mob just beond my ability to kill,
but 'next level I'll make him eat dust!'
Come join us - we need more people to kill the Torture Master and
Thor and Thakisis and whatever other evil creatures the immortals are
creating to keep us busy. I'm Cindy. Give me a tell if you need help.
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