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Winter Night: Shadow Dreams

Winter Night: Shadow Dreams

MUDs

Codebase
Codebase Details
[Rom] Twilight3.0b1
Host Name
winter.nightshadow.com
Port
5555
MUD Theme
MUD Theme Details
Primarily Dragonlance
Created Date
July 01, 1999
Average Online
MultiPlaying Allowed?
Yes
Player Killing Allowed?
Yes, Restricted
Multiclassing?
Yes
Equipment Saved?
Yes
Quests Available?
Staff-Run
Character Approval Required?
No
ANSI Color?
Yes
Role Play Model
Role Play Encouraged
Character Progression System
  • Based on Character's Level
  • Based on Character's Skill
Equipment System
  • Level
  • Skill
Crafting System?
  • Create New Items
  • Modify Existing Items
Screen Reader Friendly?
Partially
World Originality
Mostly Original
Number of Rooms in Open Zones
8000
Game Maps
  • ASCII
  • AutoMap
  • Offline / Web Site
Adult Oriented?
Is your game geared towards adult in any of the following criterion?
Generally Adult Oriented

Solace has burned. The War of the Lance rages all around as refugees strive to build a community in which there can be hope - maybe not peace - but hope. Do you really have what it takes to become a brave Solamnic, a cunning mage of the Conclave or a recruit in the Dragonarmies? 

Winter Night (WN) is a MUD-RPG based primarily on the Dragonlance Saga. In the spirit of RPG, there are many features and atmosphere added to the system and game play. 

In its basic set-up, WN features 9 primary classes - with options to sub-class within certain classes (10 sub-classes) - and a 5-tier multiclassing options. At the same time, there is virtually unlimited levels. The only real delineation between classes is what you skills and spells you choose to gain and specialize in, and how you would like to play the game. In fact, skills and spells are virtually gainable at any levels (assuming you can afford the cost), so literally there are enough permutations (on top of other racial abilities and other characteristics, that there probably not going to be two characters that are too similar in abilities and playability. Currently there are already 500+ skills and spells with various effects, and scores more being developed. 

Anyway, similar to other RPG systems, the core of WN are still exploration and combat, and so WN is not for the wimpy. If you are looking just for easy exp, straightforward and simple hack and slash no-brainer kind of game (like Merc of old days), WN is probably not for you. The combat system itself is something one need to master (although you may still select the ROM-style combat sequence if you prefer). 

At the same time, we do strive to add auxiliaries to the world for more effects and depth. Something else for players to do other than fighting, right? For example, we have mining system and other automated economics that includes city, guilds and clan systems, that are in various phases of completion. We already have a realistic agriculture system (from seeding, watching the seed grow into something like a fruit tree, until it ripens so you can pick the fruits), seasons and terrains etc. just to mention a few. Players may design and build their own castles and equipments too, for some fees of course. 

Having said all the above, WN caters to anyone - powergamers, explorers, roleplayers alike. Come and write the future of WN, and those who live in it. 

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[WN is an incarnation of Autumn Twilight that had gone down some time in 2005/06. WN is still being rebalanced, tested and tuned-up for consistencies. Especially since we have 45+ types of weapons including cannons and explosives, and armor ranging from mere clothing to full-plate suits that works in full effect (not just merely in name). We welcome former Imms, old players and new alike - in fact please do drop us an email to see if your previous player character(s) is/are available to be converted and restored. We welcome everyone, even just to reminisce old times. ] 

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