On November 6, 1993, Moksha and Adiron were at the annual Chicago R/C show. When they sat down to talk on some abandoned shoe-shine chairs, they came to the final conclusion that most MUDs were becoming very boring to play. So they started to make their own that very evening.
After many experiments with several different MUD programs, they decided on using Merc. Merc was the most organized and well documented they could find. They then proceeded to inform Throm that he was going to code all of their modifications for Fox MUD. Needless to say Throm had mixed emotions about whether to slay Moksha and Adiron on the spot or to start the code right then and there. Thank the gods that Throm decided on the latter. So, here is their nice little experiment. Please enjoy it as much as they do, the world would be a better place for us all. (Taken from help story on the mud)
Stats
Strength - How much you can carry around with you, High strength also increases the chance of hitting mobs and the amount of damage you do.
Intelligence - How many spells you can memorize, and how many practices it takes to adept a skill/spell. For Mages a high intelligence gives extra Mana and Less chance of failing spells.
Wisdom - How many practices you get when you level. For Clerics a high Wisdom gives extra Mana and less chance of failing spells.
Dexterity - How much movement a character has. A high Dexterity also affects your Armor Class
Constitution - How many hit points. A high Constitution gives extra hit points.
These are the max stats for each race
Race Str Int Wis Dex Con Human 22 22 22 22 22 Dwarf 22 20 23 19 25 Elf 20 25 21 22 20 Zhoryl 21 21 21 23 23 Halfling 21 21 21 24 22 Gnome 20 24 22 22 21 Fairy 19 23 21 25 19 Half-orc 23 20 21 22 23 Giant 25 19 20 21 24 Drakin 21 22 25 19 22 Half-elf 21 23 22 22 22 Merfolk 24 20 22 21 22 Raptyr 22 22 19 23 23 Tabor 22 21 24 20 23 Thanks to solo's fingernote
FoxMUD is set up as a four class system, Mage, Cleric, Thief, Warrior. Each player can choose these four classes in any order they desire.
- Mage - High Mana, Low Hit Points. Offensive\Utility Spells.Cleric - High Mana, Medium Hit Points.Healing\Protective Spells.
Thief - Medium\High hit points, Low Mana. Mainly Utility Skills, A few Combat skills.- Warrior - High Hit Points, Low Mana. Mainly Combat Skills, A few Utility Skills.
For example Rhodry is a M/W/C/T Medium-High mana, average Hit Points, now the way he works is he hides behind his parries and blasts with spells.Rip is a W/C/M/T he has Medium-High Hit points, and Medium-High Mana. The way he will work is hit with all attacks and heal up when things are looking grim. He is a perfect tank char high hit points, self healing and parries.(Side note unless you are making a Thief Prime, or want lots of hit points always have Thief last, this is only my opinion.)
How you choose your class orders is up to you, but remember its one of the biggest things which will effect how you play.
Mana - The more Mana the more spells you can cast, each time you cast a spell the spell uses up Mana. Hit points - The more Hit points a character has, the more damage you can withstand before dying. Each time you are hit damage is subtracted from your Hit points. Go under -10 Hit points and you die.
Movement - How far a character can move. Running around the realms is tiring when Movement runs out you wont be able to move. Difficult terrain costs more Movement.
This page was last updated on October 23, 2001