Everwar Features

World Map

  • World map skeleton based on the popular Rites of Passage story line.
  • Entire world map of over 15,000 rooms redone, thousands of new mobs, and hundreds of new items.
  • Separated homelands for each alignment, with common areas for experience point gathering and player killing.
  • Easy to learn, well developed map with intricate story lines and in game quests.

New Item Flags and Item changes

  • Some items are flagged with vanquishing, which allows the weapon to do additional damage against certain races.
  • Some items are flagged with warning, which allows the item to glow a different color when certain races are near.
  • Some items are flagged as magical, and create wonderous effects when used.
  • All items have been meticulously crafted with weight and cost, and lots of new ANSI.
  • Dozens of gems exist and have been placed throughout the world.
  • Armor class of armor is done in tenths. This allows far greater variation than the standard 1-10 scale of base Emlen.
  • Armor class is provided in four areas: head, arms, body, and legs.

The Spell System and Spells of Everwar

  • All spells have been redone from base Emlen base code. We recoded each and every spell (All 250).
  • Some spells which have never been seen before on an Emlen MUD (to our knowledge). These include:
    • Tenser’s Floating Disc: Cast a spell to create a floating object to carry weight for you.
    • Lloyds Beacon: Cast a spell to create a beacon in a spot on the map so you can return at a later time.
    • Spellshield: Cast a spell to raise a magic barrier from malevolent spells. Recast to reinforce it.
    • Walk of the Dead: A necromancer spell that will be loads of fun to watch!
  • Over 250 unique spells exist, with over 50 available to all professions.
  • Area spells now decrease in damage starting with the target taking full damage. Each additional person takes slightly less damage.
  • All professions have unique spells in the flavor of their heritage... Exciting!

New commands

  • Splitorder: a command that automatically determines order of loot splitting for an unlimited number of people in your alignment, this uses level with ties by total warpoints. The command also allows for leaders to bypass normal order should you desire.
  • Groupjob or gjob: leaders can assign you, or you can assign yourself group responsibilities. Your give group job is then displayed in the group command information. Great for organized pk and grouping.
  • Prereq skillname: Displays the tree of required spells and/or skills, red for the things you don’t have, and green for the things you do.
  • Wash and flush: Wash will allow you to clean off marks left by a swashbuckler’s emblazon skill, and flush to remove dirt from your eye left by a mercenaries dirt kick.
  • Levels number number: Displays the cost of leveling for that range of levels, based on your current remort.
  • Rank: To display your current rank, inactive ranks, and current alignment. This command also displays a grandmaster if it exists for your army and profession.
  • Brag: To brag your current standing in the army.
  • Topten: Will show the topten players based on total warpoints.
  • Prereq profession name: Will show all the spells and skills of the profession, green for those things you have, and red for those things you do not.
  • Config commands: Configuration settings greatly improved and cleaned up. Additional settings added, such as turning on and off weather when 'looking'.
  • Prompt commands: Numerous ansi prompts added under 'prompt all', including weight, warpoints, and other important statistics.
  • Where command: Improved to include 'where clan', 'where group' and 'where council' (if you belong to them!).
  • Group command: Reorder your group with 'group playername #' if you are the leader.
  • Dice command: Decide a random winner of an equipment item. This command requires that you also hold dice!
  • And countless more...

Original Concepts for Everwar MUD

  • Player-run council so that players have immediate capability to provide input and make suggestions for mud improvements.
  • Remort costs that include increased experience points per remort and a nominal quest point cost.
  • Opposing players of high rank will be shown in different colors +* A Troll *+ (help scan).
  • Opposing players of high remorts will be shown as having different sizes +* A Large Troll *+ (help scan).
  • Opposing players of both high remorts and ranks will use both colors and differing sizes +* A Large Troll *+ (help scan).
  • New religion, warpoint, area proximity code, rank and remort systems that are intended to encourage player killing.
  • Looting changes that include only being able to grab as many items as you have free hands from a corpse. Looting will change PK dynamics a lot, it's no longer about first-trigger-wins-all!
  • And countless more...

New Ranking System for Player Professions

  • All professions have 8 uniquely named ranks.
  • Players can rank in a profession, leave that profession to try something else, and at anytime return to the first, to continue ranking. The only penalty to leaving a profession is a preset to ensure you have the spells and skills of your current rank only.
  • This means players can increase in power with total ranks, the sum of active and all inactive profession ranks.
  • The 8th rank in each profession is reserved for one person for the whole mud, called grandmaster.
  • The grandmaster player from each army shows up in the rank command of all players within their profession.
  • Grandmasters have the most powerful item in the game, specifically designed for their profession, bestowed upon them.
  • Many spells and skills improve in potenency and/or duration with increased current rank.
  • Some spells and skills improve in potenency and/or duration with increased total ranks (including inactive professions).
  • And countless more...

New Religion System:

  • Four new religions exist: Sevumas (fighter), Miredrind (mage), Yilil (cleric) and Droarid (thief).
  • Players can join a deity's following and the warpoints they receive from that point forward accumulate on a special tablet within the church.
  • The player who has the highest favor with their deity can commune for a holy item to be bestowed upon them.
  • If a player with a higher favor logs into the game and communes for a holy item, the first player loses theirs, and the person with the highest favor is granted the item.
  • These items are not saved during quits, reboots or crashes.
  • Only 4 holy items will be in play at any given time.
  • Religious items are the only +statistic items in game.
  • Religion is intended to do just one thing,... encourage player killing.
  • Each church will now have popular items that all professions will find useful (mfactor etc.) as well as profession specific items.
  • And countless more...
 
Play now![telnet://mud.everwar.net:4242]
email[everwar.rpg@gmail.com]