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MUD REVIEW BY ACONTI
WoTMUD IV is one of the most complex and competetive MUDs currently available. Although the code base has been, so far as I understand it, completely rewritten in C++, the Diku-CircleMUD origins of this MUD are apparent in the dominant role that Player Killing plays. Most people will admit that this a primarily a PK mud.
Such an admission, however, should not suggest to any player that PK is all that WoTMUD is about. The huge world has been entirely developed to mirror that of Robert Jordan. There are no stock areas and great detail and attention has been put into creating zones that have real Wheel of Time details. Advanced players may find Segade in the vast Aiel Waste, morat’raken in Seanchan controlled Toman Head or Shaidar Haran lurking near the Pit of Doom.
Die-hard fans of the Wheel of Time series may detect some chronological incongruities in the MUD. For example, there is no Black Tower (not yet, but it’s coming) and Cadsuane Melaidhrin is the present Amyrlin Seat. These circumstances exist because WoTMUD is a living and changing environment based on the world that Jordan created but not limited to the chronology and time-frame imposed by the novels. The result is a refreshing mix of conformity to the Wheel of Time series and a fluid world in which players--with a lot of effort and over time--can influence the politics and dynamics of the land they live in.
Presently from log-in a player may choose either a trolloc or human. Seanchan do exist but are not a selectable race. Darkfriends and Fades are possible, but only after a player has developed a solid base and knowledge of the game, which is demonstrated to the powers that be by completing undisclosed quests. On the other hand, many people with fair degrees of success roleplay their characters as Aiel, Ogier or Atha’an Miere. Players will not find elves, arachnid races or people with aerial abilities in this turn of the Wheel. Furthermore, players, who want to play a channeler, must make this selection at log-in. There is no latent channeling option. Those who do choose to play a channeler will find a large, varied and complex element based weaving system, that allows some short duration weaves to be held for extended periods of time with appropriate costs.
The large number of player run, immortal facilitated clans provide many interesting paths for advanced players to explore with their characters. The ranking system within the clans themselve constantly provides players with further goals to strive to attain. Additionally, those who feel they have mastered known clan life can find more challenges in several secret clans, such as the Kin or Wolfbrothers, that are rumoured to exist.
While help is available to the newbie, generally players who make the effort to help themselves (by familiarizing themselves with the rules on the MUD’s website and knowing where some of the basic maps can be found) will find the most aid and enjoy the game the most in the long run. Unrestricted PK means that players may expect it when they least expect it. Many a newbie has fallen an unwitting victim to a trolloc attack. Those who can dust themselves off, pick up and start again will find this an exciting MUD. Those who find this unfair will have a tough going of it, at least for a while.
The immortals work hard to provide a dynamic and changing envrionment which will constantly test both experienced and new players. They regularly look at players comments and determine how to proceed in determining the course of the MUD. The player base is blessed with a large forum message board where individuals can keep up with their clans, make advertisements to trade equipment, organize real-life MUD meets as well as vent their frustrations (hence the Garbage forum) and address game balance issues. Of course, just because an idea is suggested does not mean it will get implemented, but someone is sure to comment on it in one way or another.
WoTMUD IV, while a very polished product with smooth running action and a wide open world to explore, is a constant work in progress. On the one hand, there is always a balance issue or bug to address. On the other hand, immortals and staff work tirelessly to address these issues and incorporate new ideas and activities into the MUD to keep players on their feet. In so doing, the staff must always maintain a critical and balanced eye towards the overall balance of a complex and popular game, which is enabled by their years of collective experience and the discussions amongst themselves.
This MUD is very competetive and challenging. The competetion and challenge fuel a highly addictive atmosphere. Players who thrive on hand-shaking, heart-pounding action that tests their abilities will find themselves at home.
AConti
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MUD REVIEWS
► AConti, 2003
► Amarisa, 2007
► Barf Dader, 2007
► Cynthia, 2008
► Doderic, 2003
► Flaviss, 2003
► Gansea, 2003
► Graidon, 2003
► Grei, 2005
► Hameron, 2003
► Ickmund, 2005
► Iliana, 2005
► Jallen, 2005
► Jason, 2003
► JC, 2003
► Jeynhir, 2006
► Jizzah, 2006
► Kayleigh, 2005
► Macolia, 2007
► May, 2003
► Michael, 2005
► Murn, 2008
► Netsurfer, 2000
► Nevelo, 2002
► N.Herber, 1999
► Parn, 2005
► Pontara, 2005
► Rikki, 2001
► Skelter, 2005
► Sybatter, 2005
► TheGiantPotato, 2007
► Tralyn, 2005
► Torridon, 2007
► Vaghla, 2008
► Yizashi, 2003
► Xana, 2005
