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Armageddon!

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Paul James Vondrak

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Feb 27, 1994, 4:13:45 PM2/27/94
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Armageddon - studsys.mscs.mu.edu 4444
Based on Dark Sun, Armageddon has ten guilds you can choose from.

Defilers: All around mages, mana is gained by draining life force from the
earth and plants around you. (Don't announce you are one, since you are
likely to be hunted down and killed)

Elemental Clerics: Sun, Wind, Water, and Stone...The accepted type of
magic in this world.

Assassins: Familiar with poisons, a fighter/thief mix that can be deadly.

Warriors: Standard class, added subdue skill perfect for kidnappings.

Pick-pockets/Burglars: Two thieves of a different kind and expertise.

Rangers: Better suited to live in the mostly desert environment.

Templars (need permission first): They make the rules in their cities,
their power comes from the sorcerer-kings they serve, and to kill one is
to be marked for death.

Merchants, Shadowdancers (coming soon)


In Armageddon, other players aren't recognizable by their names, you only
see their descriptions. (giving out your true name right away could be a
bad idea, since with that knowledge, an evil defiler must summon you and
put you out of your misery!!!)

There are no levels in this mud. Your health (hp) is fixed, and based on
your endurance only(unless magically increased). You get better at using
your skills and spells by _using_ them. Spell casters get new spells by
mastering simpler ones (you need to master invis before you can get
ethereal, for example). There are several factions to ally yourself with.
Become a member of House Kurac, and build your fortune dealing in the
addictive spices, illegal in some areas. Join House Salarr, those who
deal in weapons of death. Many other alliances exist, and you have only
to find them and gain their trust.

Role-playing is a _must_ here, however...If you ignore this, do not be
surprised if the templars seem to be checking your wagon more than usual,
or charging you taxes that you've never heard before!

Death is final in this mud, unless you are a new character in your first 2
hours of play. This does not mean you lose everything, though. You may
inherit most of the skills of your old character, but then you are not
given the 2 hour safe period...

Casting spells is also much different. There aren't several different
healing spells of varying power, for example. Spells are all cast with
power levels as a part of them. Thus if you wish to cast a more powerful
heal, merely cast 'mon un vivadu viqrol wril' and you will feel like
new...You may have up to 10 aliases to make you life easier in your
casting.

We also currently have about 8 languages. Find someone who will teach you
Mirukkim, the language of the dwarves, and increase your comprehension by
listening to someone who speaks it better than you!

So, if this sounds like something you might want to check out, feel free
to stop by! If you don't get through at first, don't give up! The
Overlords may simply be adding spell components, or something else to
improve the game. Once again, the address is: studsys.mscs.mu.edu 4444
Give Armageddon a try, you won't be sorry!

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