Every room is written by hand.
Age of Dragons is a MUD: you connect with a client, read where you are, and type what you do. Its builders have written the world room by room for nearly thirty years, from the vallenwoods of Solace to the streets of Sanction.
The Inn of the Last Home A large room with a plush carpet and people milling around in it stretches out to the north. This in the Inn of the Last Home. The Inn is a large building resting in a massive vallenwood tree. The beams above you appear sturdy and the floor is made of a very hard wood. [ Exits: n e s w ] <hp:20/20 mv:84/84 > north Among Some Tables This is the area of the Inn where people sit and enjoy their food and they eat, drink, and be merry. A few large tables are set up around the outskirts of the room, and more smaller ones fill in the center. Just to the north of this area if a large fireside that heats the inn on nights when it gets cold. [ Exits: n e s ] <hp:20/20 mv:83/84 >
Magic you memorize
Wizards and clerics study their spells and prepare them before an adventure, as in the books. There is no mana bar.
Names you learn
Strangers appear as a description until they introduce themselves. Who you know is part of who you are.
A world to explore
78 zones across Solamnia, Abanasinia and Taman Busuk, from training pits for new adventurers to the Onyx Obelisk.
- "give bag cha" now gives to Cha even when "cha" also matches your own name or description, instead of saying "What's the point of that?". 2.cha still picks the second match.
- Coins weigh nothing now. Picking up coins, being given coins and getting your share of a split no longer fail as "too heavy", however much you are carrying.
- Items left lying on the ground now fall apart over time: about half an hour for shoddy gear, two hours for ordinary items, six for exceptional and a day for superior work, while phenomenal and legendary items last forever. You get a warning before something crumbles, and picking an item up starts its clock over. Keys, corpses, items inside containers and things the world itself placed are not affected.
- Camp fires now burn out when they run down instead of lasting until the next reboot.
- Identifying or assessing an item now tells you its weight.
- Long screens no longer lose text when your client uses MSDP (Mudlet does). Rooms keep every creature and player in the list, and help, shop lists and identify come through whole.
- Killing a player no longer leaves their attackers stuck fighting the body ("No way! You're fighting for your life!") until the dead player resurrects.
- A spell refused because of its target ("You can only cast this spell upon yourself!") is no longer used up, and casting blindness or doom without a target asks for one instead of aiming it at you.
- Half-elves can now cast spells from the level they can memorize them, one level early.
- A failed spiritual hammer now says you lost your concentration instead of saying nothing.
- Turn undead no longer calls undead creatures "not undead".
- You can bash or trip a stunned or dying opponent even when you aren't the one tanking it.
- Skills end with the right message: war cry no longer ends with whirlwind's, sneak no longer says you can steal again, and whirlwind, stunning fist, abundant step and empty body no longer report an error.
- Looking at an item no longer shows another item's servings.
- Identify and other spells now find a held or worn item by any of its names.
- Clients that show experience to the next level (MSDP EXPERIENCE_TNL) now get the right number.
- Fixed a memory error when characters were saved.
- Fixed typos and missing line breaks in many messages.
- Closed several security holes.
- Builders: saving a zone no longer drops its hidden exits or the scripts attached to its rooms, mobs and objects.
- Updated the board system to use mysql for storage, so no more corrupted board files, or losing board history when changing servers, etc.