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The idea of the current game is to score 300,000 points, to solve some "quests", run through zones and become a wizard. Points are scored for dropping treasure into the sacrificial pit at the Temple of Paradise, or the one at the Village Church. Points can also be scored for killing both mobiles and players who have chosen to become player killers

Please look around and stop by the MUD to say "Hi!"  You can reach Atrocity MUD by telnet-ing to:

telnet://atrocitymud.org:6715


If you run or code for a MUD based on any kind of dirt codebase (e.g. iDirt, p-Dirt, c-Dirt...) be sure to read this special announcement.

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A brief history

Although Atrocity Mud was set up back in 1997, it was not opened to the public in any capacity until early 1998, after the worst of the bugs inherited with the codebase had been eradicated. There then followed nearly another year of tinkering, tweaking, enhancing and further bug-fixing before the the gameplay reached anything vaguely resembling what exists today.

We now have a truly unique codebase, with only a few areas of code closely resembling the C-Dirt code that we started with. A new codebase, built from the ground up, is in the pipeline - details of this will appear elsewhere on this site at a later date. 

Our primary objective in building the world of Atrocity has always been to create a varied, challenging and above all fun gaming environment. Key features of the MUD that have taken us further in this direction are:

  • Robustness and Continuity. There's little more frustrating than completing half a quest or collecting a pile of treasure, only to have it taken away from you because the software underpinning the world just couldn't cope. In recognition of this, any known bug that may cause the MUD to crash receives the highest priority until it is fixed. ALL newly developed code is tested before being built into the main server and unleashed on the public. On those occasions when a bug does slip through the net, we have more complex code than most MUDs to deal with such an eventuality and ensure that the MUD will restart with the world in an identical state whenever that is at all possible.
  • Combat System. We are constantly striving to reach the perfect balance, across all classes, of challenge without irksome frustration or irksome repetitiveness. Our physical combat is more realistic than on many MUDs and we try to ensure that all our spells and skills have a unique twist that may make each one particularly useful in some situations.
  • Continuous Object Regeneration (COR). We don't think you should have to wait until the whole world is reset before you can attempt a quest. We were one of the first quest-based MUDs to implement an "autoreset" system (based on Asylum's). There are still occasions when the core code changes in such a fundamental way that a complete reset is necessary, but we hope one day to restrict these occasions to a total server failure (the optimum without using hardware redundancy).
  • Dynamic Quest Status. With other players running around with quest-critical items and others resetting to their former positions, the quest status list is crucial for checking on whether a particular quest is available for an attempt. Atrocity's Quest Status updates in real time, so you can be confident when marching off to attempt a quest that you won't suddenly discover too late that some crucial aspect has been broken by another player.
  • Fluid Immortality. Whilst your first long-term goal on Atrocity will be to accumulate enough points and complete enough quests to become a wizard, that needn't be an end to your character's running. Wizards may defrob to mortality at any time and, as long as they keep sufficient points, return to base and refrob to immortality later. This could be just for the fun of running, or to complete more quests in order to achieve a higher level of immortality on refrobbing. With each level of immortality comes extra privileges.
  • Player Killer System. Some people want to kill each other, other would prefer to focus their violent attentions on the less sentient characters. At Atrocity, we let you take the choice. Player Killers can kill other Player Killers for substantial reward, though the risks are greater too. It is in recognition of the latter that only Player Killers can attain the highest level of player immortality.

Finally, we're not about to rest on our laurels. There will always be something to improve and therefore we will always be improving something! The ultimate goal is a fully realised world without removing the fun borne of the fantasy.

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