IT'S EASY TO PLAY
... as easy as 1-2-3!
Just follow the 1-2-3 sequence below to try out the game. 2.7 million characters to date can't be wrong!
WHEEL OF TIME MUD RACES
There are three races available when a new character is created. These races are the Light Side, the Dark Side, and the latest addition, the Seanchan Side. The Light and Seanchan Side belong both to the human race, while the Dark Side is mostly made up out of Trollocs, a twisted mix of man and beast.
... the Light Side is the biggest side. It contains the largest percentage of WoTMUD’s player population, and has the greatest amount of territory within the game
The Light Side is the biggest side. It contains the largest percentage of WoTMUD’s player population, and has the greatest amount of territory within the game. Everything from Illian to the Blight, and the Almoth plains to the Spine belongs to the Light Side, with multiple clans controlling parts of the land, or fighting over it.
It is recommended for newer players to begin their gaming experience on the Light Side, because there is more to explore link to exploring, more roleplay opportunities, and a lessened PK focus compared to the other sides. On top of that, there are more players on the Light Side that can help, and additional aides for newbies, such as crier quests Link to crier quests, a guild-systemlink to guilds, and zones that contain pockets of newbie mobs which makes it easier to gain experience in the beginning of a newbie’s adventures. The different zones that belong to the Light Side are distributed over many clans, which gives anyone the opportunity to join one of those clans to add a new touch to his/her roleplay. Examples of such clans are the White Tower, the gaidin, the borderguard and the Children of the Light. Besides those, there are many other clans like the Illian Companions. The many clans (22+) that belong to the Light Side add a lot of roleplay and playerkill opportunities for anyone who seeks it. One of the clans is the White Tower, which accepts female channelers, a class-option only available for the Light Side.
One of the more ambiguous facets of the Light Side is the fact that it is quite badly fractured in terms of inter-clan war and the presence of both darkfriends, murderers, assassins and bandits. These factors add a sense of slight anarchy to the side, especially when combined with the fact that certain areas of Light Side "territory" suffer daily raids by members of both the Seanchan and Trolloc races.
So while the Light Side offers a broad range of possibilities, there is still an element of uncertainty of survival which is an intrinsic part of the Wheel of Time MUD's atmosphere. Most players will agree that while the fractured nature of the Light Side can lead to disorganised defence when it comes to fighting off Seanchan or Trolloc raids, it also offers the potential for a richness of roleplay (and playerkilling) not found on either of the other two sides. In terms of base statistics which Humans roll, the homelands all correspond to a different type of character, with for example the borderlands of the north being better suited to warrior types. Although base stat rerollslink to rerolling/statting are offered after your characters reach a certain age, it is a worthwhile exercise to ask other players which homeland is likely to give you a good character roll for the class of your choice.
The Dark Side, followers of the Dark One, live in the far north, and is made up of Trollocs, 7 foot tall brutes which are big on brawn but small on brain. Gaining high skill levels is therefore challenging, but on the other hand you don't really want to mess with a strong Trolloc. Generally recommended for more experienced players due to the playerkill and PvP orientation, the number of players usually present on the Dark Side is usually significantly lower than the number populating the Light Side but more than the Seanchan side. Trollocs benefit from a number of things, including higher base movement points and increased movement regeneration to make up for the fact that they cannot ride, and an advanced sense of smell that allows them to detect when ridden horses are in the vicinity.
... the Dark Side has two remort classes
The Dark Side also has two remort classes which cannot be chosen when you start the game but must be earned. The first being the Fade which is considered perhaps one of the most powerful classes in the game, hence quite stringent requirements that must be fulfilled before a character can remort to one. The second is the Dreadlord, which is essentially a Dark Side version of a clanned master channeler on Light Side. Becoming a Dreadlord is usually something achieved via first becoming a Darkfriend on Light Side, and then fulfilling a number of requirements to eventually be eligible to be transferred to the Dark Side and remade into a Dreadlord. Upon character creation, there are several possible animal-stocks that can be chosen for a Trolloc. Each of these stocks correspond to a different type of character, just as with the Light Side. It is best to ask a player for help with selecting a stock which fits your character best.
The Seanchan are the descendants of an invading army sent over the Aryth Ocean by the High King Artur Hawkwing many centuries ago. The newest of the three races, the Seanchan side has its own supporting continent, far out to the west, containing a number of zones which are rarely raided by the other two sides. Similar to the Dark Side the standard three non-channeling classes are available at character creation; and whilst remort characters are not available on the Seanchan side, they do enjoy a monopoly of exotics, creatures such as Torm which are lizards ridden in battle, and Raken, dragon-like creatures which fly and can be ridden by the Morat'Raken clan.
A recent addition to the Seanchan race are the homeland options. As with the Light and Dark side, these homelands influence the stat-rolls for your character. Again, it’s best to ask a player which homeland suits what type of character best. Their sheltered continent, across the sea from the rest of the game, makes them a not unattractive race to start in, although playing numbers do tend to be low and it can therefore be a lonely endeavour.
PLEASE HELP THE MUD!
MOST POPULAR PAGES
WHAT THE CRITICS SAY
The Wheel of Time MUD is, in the words of the online reviews: "A very polished product" (MUD connector), "A Must See" (Wheel of Time.org), "The Internet at its Best" (free launch.com).
SUPPORT YOUR MUD
Please visit the wotmud store!
All profit made from this store, which sells wotmud t-shirts etc, goes to support the server, paying for bandwidth and using a better machine to host the MUD.