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Author Topic: EmpireMUD: The Founding of Tradesea  (Read 27917 times)

Weq

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Re: EmpireMUD: Building a Text-Based Empire
« Reply #30 on: May 05, 2015, 08:33:20 am »

Just joined game with ingame name Abaddonai. Need to learn about game first. Will invite still be open later on? Or can I join but be given some time to learn the ropes first?
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Xardalas

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Re: EmpireMUD: Building a Text-Based Empire
« Reply #31 on: May 05, 2015, 08:43:36 am »

You can learn the ropes all you want. It's not hard. Being with us would help with it. More often than not I am answering questions in the chat. Server is just now going down for maintaince though.
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Rex Invictus

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Re: EmpireMUD: Building a Text-Based Empire
« Reply #32 on: May 05, 2015, 09:09:59 am »

It's back up.
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Weq

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Re: EmpireMUD: Building a Text-Based Empire
« Reply #33 on: May 05, 2015, 09:39:06 am »

Tried to log in again but telling me incorrect password. I'm sure I'm using the right one. Any way to change it?

I'm an idiot. I was using the wrong password.  :-[
« Last Edit: May 05, 2015, 09:41:27 am by Weq »
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Rex Invictus

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Re: EmpireMUD: Building a Text-Based Empire
« Reply #34 on: May 05, 2015, 09:52:34 am »

I tried talking to you but no response.

Do "pledge dwarven" and we can get you going.
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Weq

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Re: EmpireMUD: Building a Text-Based Empire
« Reply #35 on: May 05, 2015, 10:17:55 am »

..
« Last Edit: May 05, 2015, 03:28:32 pm by Weq »
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Rex Invictus

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Re: EmpireMUD: Rise of The Dwarven Empire
« Reply #36 on: May 05, 2015, 11:12:49 am »

Updated the OP.
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rumpel

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Re: EmpireMUD: Rise of The Dwarven Empire
« Reply #37 on: May 05, 2015, 12:32:59 pm »

I got our empire wheat (and now cherries and gourds too. Hurraa!). Peach and apple pie incoming! Join now and get some fresh baked stuff! :3
« Last Edit: May 05, 2015, 01:35:06 pm by rumpel »
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pondicherry

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Re: EmpireMUD: Rise of The Dwarven Empire
« Reply #38 on: May 05, 2015, 01:47:42 pm »

Hi I just joined and I am Aridim

btw how can i make the map viewer work ?
« Last Edit: May 05, 2015, 01:50:16 pm by pondicherry »
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"Begin at the beginning and go on till you come to the end: then Stop."

Urist Arrhenius

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Re: EmpireMUD: Rise of The Dwarven Empire
« Reply #39 on: May 05, 2015, 02:51:26 pm »

I'm interested in taking on a large role in the empire, but I'm not really sure what there is to do. I'm a druid; what skills should I develop or what tasks need accomplishing?
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We're all just Simple Folk trying to get by.

You can also watch me learn to draw.

Xardalas

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Re: EmpireMUD: Rise of The Dwarven Empire
« Reply #40 on: May 05, 2015, 03:09:49 pm »

I'm interested in taking on a large role in the empire, but I'm not really sure what there is to do. I'm a druid; what skills should I develop or what tasks need accomplishing?

Well, we have a leather worker. Three High Sorcerers. Three fighters. Although none of us are very good at fighting at the moment. From what I understand, we have some industry up.

As for helping the empire, I'm not sure. We can always need more land claimed. And nobody will complain about more animal skins or clay, or ore and such if you feel like mining or hunting.
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Rex Invictus

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Re: EmpireMUD: Rise of The Dwarven Empire
« Reply #41 on: May 05, 2015, 05:03:17 pm »

Basically, the main skills are:

Battle - Pretty much 100% combat focused. I'd recommend having some points in this if you plan on fighting.
Empire - Building up and managing the empire. Includes a lot of "tech abilities" which only one person needs to have so it'd be nice if someone would get this to 35 and grab City lights.
High Sorcery - Utility, damage and enchantment. The only skillset that can enchant items and improve them massively. Their utility focuses a lot on empire building (summon materials is EXCELLENT).
Natural Magic - Healing, combat and utility. The only real "heal other" skills, it also has buffs and utility. Can use it to fly etc.
Stealth - Sneaky sneak. Name says it all really. Can also do TF2 spy-ish crap like disguise yourself as an NPC and break into locked houses.
Survival - Gathering, wilderness survival, utility. Useful for combat due to the stamina buff in it, but it's mainly useful for people who want to be herbalists or actually go anywhere. It has "navigation" at 5 and "ride" at 25~. Pretty much necessary for those two reasons. Wouldn't recommend using your daily skill ups to increase it since it's so easy to increase anyway.
Trade - Crafting, crafting and crafting. This is THE craft skill. I recommend maybe one or two more people in here, regardless.
Vampire - Combat buffs, I think? I don't have that much of an idea. We've got enough of these, in my opinion.

Anyway, I was thinking about expansion, and I came up with this idea:
Spoiler: The Waygate Project (click to show/hide)
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Mapleguy555

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Re: EmpireMUD: Rise of The Dwarven Empire
« Reply #42 on: May 05, 2015, 06:37:41 pm »

PTW, joined up as Kiernan.
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Porjate

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Re: EmpireMUD: Rise of The Dwarven Empire
« Reply #43 on: May 05, 2015, 08:32:38 pm »

PTW, joining as Porjeto
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Xardalas

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Re: EmpireMUD: Rise of The Dwarven Empire
« Reply #44 on: May 05, 2015, 08:50:01 pm »

Pledge Dwarven. We are around the eastern soul tower. Just get there and one of us will get you.
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