
Gameplay
Abandoned Realms is unabashedly and unapologetically based on DikuMUD, relying on the classic concept of a 20-sided die roll, and enriched with rock-paper-scissors balancing.
Gameplay Overview
Understand the core dice systems and dynamic player alignments defining combat across the realms.
High level overview
Abandoned Realms is unabashedly and unapologetically based on DikuMUD. Like all Diku derivatives, everything rests on the fundamental concept of a 20-sided die roll. Most gameplay revolves around the concept of beating a roll out of 20.
The major modification to Diku combat in Abandoned Realms is to base it also upon the rock-paper-scissors model, so that there simply are no "all powerful" weapons or skills - a player can gain an edge in combat by choosing the right weapons and skills to use for the situation, not just from having higher stats.
This page serves as a reference to learn the combat system of Abandoned Realms. It is not the be-all, and end-all. Each class has unique talents that won't be covered here. However as a primer and a refresher for those who have been out of action for a while, we hope it is useful.
Player vs Mob
When fighting a mob (a character not controlled by a player), the battle is quite simple. Engage the mob, and let your sword do the rest. If you get too hurt you can flee and rest up safely somewhere nearby, since creatures aren't smart enough to follow quickly or very far. Generally it will attack you back with whatever abilities it has, until it is dead or it has killed you.
Because mobs are less intelligent, they have more health, and in some cases much more lethal spells than players. This is especially true when facing dragons. Just remember the three R's - run, rest, return. Patience kills most any creature in the lands.
Player vs Player
The true intensity of a player vs player fight is realised through the use of abilities special to your chosen class. For example, a thief may enter a fight against a warrior using a "weapon advantage" to even the odds with the warrior's superior weapon-based defences. With skills to seal the advantage, it isn't long before the smarter fighter will conquer his opponent.
The description of each of your skills will be covered in the helpfiles for your chosen class, so be sure to refer to them often to ensure that you are making full use of them.
Classes have far more ways to attack than simple damage skills. From skills that pin your opponent in the fight, to spells that inflict him with disease, there are literally hundreds of unique and fun ways to inflict pain on an enemy.
PK Ranges
PK starts at level 10, and levels cap out at 50. There is a maximum level difference of 8 levels for PK ranges. This ensures that you may only be harmed by players that are at similar levels. The main factor in determining the width of PK ranges is your character's EXP COST.
When trying a new class, consider building a character with a 0 exp cost, or as low as possible. This will ensure that you rarely have to face people with many levels on you. High exp costs are worthwhile if you are able to make use of what got them that penalty.
Adrenaline
Adrenaline is caused by recent combat:
If affected by adrenaline, you will be unable to quit the game for a short while. PK-based adrenaline lasts twice as long as mob-based adrenaline, and the type also affects certain "stealth" skills that may be available to your character. For example, if you have defensive PK adrenaline, it would be easier to use "HIDE" than it would under aggressive PK adrenaline.
- Mob adrenaline
- Defensive PK adrenaline - attacked by another player / hireling of player
- Aggressive PK adrenaline - attacked a player