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TMC Player Reviews: Armageddon

Review Submitted By: Ktavialt
Author Status: Player
Started on Armageddon: Seven years ago
Submission Date: Feb 20, 2005
TMC Listing: Armageddon

The following review is the opinion of the review's author [Ktavialt] and in no way represents the opinions of this website or its staff.

So I started playing this mud about seven years ago, and for the
first six years I played unsuccessful characters. I'd die often, then
apply for a new character, then die again, rinse/repeat, take a five
month break, come back, etc. Then one day, I special apped to play a
wind mage, and was approved. This character was what kind of threw me
out of newbie-dom on Armageddon, and taught me a lot about the game.
Ever since then I've been hooked on it, but I also can't say it
doesn't have its downsides which can't be overlooked.

To me, the upsides of the game are: 1) Extremely cool magick system,
as well as how most of the populace fears or hates magickers to the
point of killing them on sight. Magick is more powerful on this mud
than others, but the downside is some very powerful people hate you,
and its hard to make a friend. 2) Level-less system keeps you from
having to kill mob X over and over again to gain experience. The game
is entirely skill based. 3) Very detailed documentation and awesome
concept, which leads to make it a very brutal world. 4) Permadeath and
other code mechanics allow you to realistically play some concepts
that you can't play on other muds (shadowy/unknown assassins, for
example - you won't see any 'Bob just killed me, he was a traitor!'
type stuff). 5) No where list, no who list and other OOC devices,
including no way to OOC'ly learn of a character's class (ie. you
never know when your best friend, or enemy, is a filthy magicker) 6)
Immortals watching over every group, lending an immortal hand to help
the players make world-changing events happen if necessary. You have
an ability to affect the climate of the game in Armageddon.

The main downside of the game is the number of players. It averages
about 25-35 players. Peak times can see 55-65, occasionally higher.
I'm still hooked on the game, despite this drawback, however it is
something that is lacking.

The world is huge and there's a variety of different things that
would be absolutely wonderful if they were fleshed out with PC's: the
military of the city-states, led by self- serving priest-warriors
(Templars) of the city states, the haughty nobility, using the wealth
of their houses to fund their private interests, the desert elf
tribes, each with their own set spiritual beliefs, a downtrodden
section of the city (the Labyrinth), filled with would-be thieves,
burglars and assassins, all this among many other things.

All of the above exists in Armageddon, as I've been a part of a few
of the things I mentioned, however a lot of times you get the feeling
that things are a little 'bare'. For instance, you could play in a
tribal (coded) desert elf tribe, however there's probably a total of
five others desert elves online at the time, and only one, if even, is
a PC of your tribe. You could play a soldier of the city state, ready
to catch would be burglars and thieving elves, however they may not
exist to be caught.

I came from a hack and slash mud which was very competitive, and I
tend to play games that are the same. Armageddon is definitely very
different. It's not a game where you're 'playerkilling' left and
right, but its still very appealing to me. The goal, instead of making
a character that gets to the highest level and has a large number of
PKs, is making a mysterious bandit mage that fights against the great
powers of the city-states, a secret psionicist embedded in a large
organization influencing its and its opposing groups decisions to
his/another's advantage, or a desert raider looking to rob travelers
between the cities.

Like I said, the only thing Armageddon really lacks is a large
playerbase - it's spread thin. However it's the most well done mud
I've ever seen, and I'm still hooked despite this drawback. If the
number of players doubles or triples it would make the mud absolutely
incredible, as the concept, the imm support, the code and various
other features are awesome.

As it is, its more than playable, however with my play style I
generally have to put myself into roles that tend to cause a ruckus so
I don't reach any dead air time, so to speak. There's a little bit
of a learning curve in getting used to the mud, but the helpers at are useful in getting people acquainted to it so a
new player can learn how to survive.

Over the last few years I've noticed a steady increase in players,
however I can't say that I wouldn't want to spur that number up a
bit faster if I could help it. So if you'd like to play in a
realistically made fantasy environment that is very brutal and
unforgiving, has a unique view on handling the magick system and the
culture around it, and you want to play in a very RP-intensive
environment, go for Armageddon.

Oh, and one other thing, start small. Your first character(s) goal
should really be only to learn how to survive. And email the helpers,
email the helpers, email the helpers! They're there to be abused and

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