I still haven't found the "ideal" MUD yet. Maybe somebody could help me find one with the following requirements:
* Huge world: 20,000+ rooms.
* Multiple starting cities to choose from.
* Food/water is required to survive.
* Serious Swords & Sorcery theme.
* Combat focused with crafting on the side.
* Restricted PK.
* Medium to large player-base online (50 - 200).
* Multiple races, with stark differences between them.
* Multiple classes or guilds (including multiple sub-classes) .
* Need light source (or infravision) to see in the dark.
* Role-play encouraged not enforced.
* Aging system.
* Great newbie tutorial.
* Save on quit (no inns required for saving equipment)
It would seem like there would be a lot of MUDs out there with all the requirements above, but I have yet to find one that has them all.
Materia Magica has all of them except aging (your characters age, but I don't think it affects your gameplay).
* Huge world - The
world is GIGANTIC, especially if you choose to include the overland as part of the world (which would bump room count over 500,000 I believe). Several continents that, if you had water walk or levitation, would take you at least a few hours to walk between (crossing the ocean in the middle directly once took me about 2.5 hours, luckily I had bought a nice pair of levitation boots from auction so I could walk & sleep in the air over the water. The sharks were disappointed)
* Multiple starting cities - Yep, the city you start in depends on your class chosen and I think race as well. However, you don't START there. Everyone starts in the "newbie village" of Lasler that has some basic starting quests and low-level mobs so that you can get some basic equipment and learn the game without griefing (players lvl 12+ cannot enter Lasler). You are given a runestone of your "starting" city that you can use to teleport to that city (up to... four?... times). The cities are actually DIFFERENT too: there's a "warrior" town whose city laws forbid magic, so there's these obelisks throughout the city that prevent magic use, etc.
* Food/Water required to survive - Yep, if you don't eat and drink, at first you'll just regen slower. Then you stop regenerating health/mana. Then, I think, you lose health. Also, at least one of the races, the fey, requires blood not water. So you have to collect blood in your skin from a blood fountain for from your kills. No blood = death
* Serious Swords/Sorcery - Yep. Not sure how serious you mean, but it's at least not Discworld humor (as good as that stuff is). I should mention that if you're going to be a wizard many of your spells will require reagents to use, but if you're a psionic only the extremely high level ones do. Also, spells for wizards are stored in spellbooks that can only hold so many "points" worth of spells. Some spellbooks have special stat bonuses, so thats good.
* Combat focused with crafting - Yeah,
combat is a biggie in the game. Crafting is not exactly fleshed out but they're working on it (games been around for about 10 years and they're just NOW adding a big crafting system...)
* Restricted PK - the PK system is room based, with three levels: Lawful PK rooms mean players kill each other with no permanent loss (you die you get thrown to the entrance with reduced health). Just for fun or arena fights. Neutral PK rooms are similar but when you die you actually die (go to the Underworld (of which there are two, one for sidhe/fey another for all others). Level 25 or over to fight. Finally, there's Chaotic PK - you die here, you die like in NPK. BUT, you drop a corpse... which can be looted of inventory... and some equipment... Level 45 or above to be a target here. There's all kinds of PK events too like a capture the flag and Clan Arena challenges.
here for more* Player base - almost ALWAYS between 150 and 200 people on. Largest I ever saw was 350 people, but I guess their record was around 450 once.
* Multiple races - yep 12 races with fairly big differences between them.
Here is their info. Differences include the blood drinking I mentioned above as well as some innate abilities such as night vision.
* Multiple classes/guilds - Hell yes:
Class Info with detailed info on all. Also, there's a kick-ass
guild system in place. The classes are all pretty unique, such as the bard class which plays spells that are based on notes (A B B A C, etc)
* Need light source - yep, which also allows for problems like blindness. There are areas that are pitch black throughout meaning you can't even see the exits. That's a LOT of fun when you get lost... Just dont' forget to throw some extra torches and oil refills for your lanterns into your pack before going on long trips.
* Role play encourged - yep, there are a few role-players. It's not the biggest Role-playing MUD there is but some people do it because they enjoy it.
Here's their blurb about it.
* Great newbie tutorial - Yep, the first twelve rooms or so of the staring village is an awesome tutorial on the basics. Not to mention that this game has THE ABSOLUTE BEST HELP DATABASE I'VE EVER SEEN. I cannot stress that enough. The help system in Materia Magica is LEAGUES above all other MUDS I've played.
* Save on quit - yep, just type quit. Auto-saving on exit too. If you quit during a fight you'll stay in the fight though, so no cheating. If you flee the fight THEN quit you're good though and you're player "vanishes into thin air" or whatever the in-game description is.
So yeah, all but one thing. There's an awesome
Mark system (similar to achievements I guess),
Seafaring in which you can actually buy your own boat, a
housing system (btw that's a help page.. so much detail) where you can get yourself a house in your favorite city. There's also a really good
death system (another help page). The game is awesome and I really recommend it.