21 Jan, 2012, Hades_Kane wrote in the 1st comment:
Votes: 0

eotmud.com:4000 (or 23)

TLDR Version: End of Time is a Final Fantasy based ROM MUD
that doesn't require previous knowledge of Final Fantasy to
enjoy and understand. We boast numerous unique features
including a deep magic and combat system, team attacks, an
ANSI world map, racial templates including Vampires and
Werewolves, detailed character creation and much more! The
game has been in development for YEARS and is getting near
to opening and this is the perfect time to jump on board!

Full Version:
End of Time is a predominately Final Fantasy based MUD with
heavy influence from the Chrono series. It was built ontop
of the ROM Codebase, but has progressed far beyond anything
resembling stock.

While we are a 'themed' MUD, previous experience with Final
Fantasy is NOT necessary to play, enjoy, and understand the
game. Our areas, races, and classes are based on the worlds
in our theme, but woven together for an original, if not
"inspired" experience.

We boast numerous ORIGINAL features UNIQUE to our game, many
of which written by a coder who has gone on to release
numerous snippets that can be seen in dozens of MUDs,
including some of the most popular Final Fantasy MUDs. Some
of these include the ability to create custom skills known
as "limit breaks" whose usage bar increases under
circumstances YOU decide, with affects and messaging decided
by YOU. Our magic system has seen a complete rewrite, with
the ability to modify, retarget, cancel, combine and other
things to spells while they are being cast. Our combat
system, while round based, has been broken out of the
traditional timed rounds and its timing is based on your

Our game offers several other features, including random
battles in the vein of console RPGs, team attacks that
groups can perform in the vein of the Chrono series,
elemental alignments for players and rooms, experience
points for skill use, class promotion (nearly ready to be
opened) that allows you to pick the class direction your
character will progress through, detailed character
customization that allows you to set what your character
looks like in creation, racial templates that "overlay" your
current race (includes Vampires, Werewolves, and many more),
and much more!

Numerous "annoying" aspects of stock ROM gameplay have also
been elminated, such as the need for food/water is gone, the
need for lights has also met it's end, along with things
like movement points and "lag" time for skill use, which has
been replaced with a much friendlier "wait time" that allows
you to do most of your normal commands within the MUD and
just regulates (mostly) skill use and combat commands.

Our world has areas mostly based out of Final Fantasy, but
are arranged and developed in a way that is original to our
game. Familiarity with the games is not necessary, or in
some respects even helpful, so there is NO entry level
barrier to people not familiar with the theme. For those
who aren't, you can expect a predominately Fantasy setting,
with elements of low technology, mythological elements, and
political intrigue all mixed together. Indeed, any "events"
from any of the games comprising our history date back at
least 30 years prior to the current in-game timeline, and so
most of the story and roleplay will have little to do with
events from the game, they are simply backstory. There are
NO PC versions of characters from the games to contend with,
as we are driving for originality in our stories, just in
the themed setting we have crafted. At of this post, there
are over 105 areas completed, most of which are currently
accessible as well. The world and clan systems are all
setup for a large playerbase, which we hope to someday

We have been development for literally YEARS, with elements
of the story and roleplay dating back two MUDs and 12 years
prior. The codebase itself, originally a side project for a
friend of mine, myself, and another friend, was transformed
into a Final Fantasy based MUD after the one we had been
playing for a while was going to be shut down. This was the
birth of Cleft of Dimension in 2001. A few years later, as
one of the original founders of CoD, me and a handful of
other Admins split from CoD and converted the codebase into
End of Time, while CoD continued to run in its own,
unaltered state. Development was spotty for a couple of
years with sporadic coders, but EoT has been up consistently
and in development since I took over as coder in 2005. A
lot of time and work has gone into crafting a completely
non-stock world, with tons of things in the code re-written
from scratch or very heavily modified. We are getting
tantalizingly close to finally opening and I am hoping to
draw in some players to start filling in key immortal and
player roles alike. Leaders for 2 of the 3 major government
clans have been filled, but otherwise many of the top
positions within them are open. There is a very small
immortal staff now, with plenty of room for more. This is a
really well crafted game whose potential now rests in the
hands of the players, and wish a solid playerbase, I have
little doubt it will soar to great heights. Things are
pretty quiet at the moment, but I'm hoping to start drumming
up more of a public interest before listing the game and
officially opening. Consider giving End of Time a try!


Since we aren't listed, I thought I would take a moment to
clarify what would be on our listing in the stat box to the
right, and to clarify certain elements so that people who
might be considering coming to play has a better idea of
some other things they can expect.

Location: USA
Primary Language: English
Minimum Players: Under 10
Multi-Play: No
Player-Kill: Restricted*1
Extended Race Selection*2
Extended Class Selection*3
Equipment Saved
Quests Available*4
Character Approval Unnecessary
Ansi Color
Roleplaying Is Encouraged
Skill & Level-Based Training System*5
Skill & Level-Based Equipment System
Clans Offered*6
World is all original
Large World (8,000+ rooms)*7
Non Adult-Oriented*8
Mud is fully operational

*1: Player Killing is generally an opt-in only system, as
all players begin the game "PK Safe." At any point, a
player may "removepksafe <password>" in order to remove this
protection, and only players who have done this may kill one
another. There is no level limitation on player killing,
but roleplay justification (along with a note written on the
RP board about the altercation) is necessary. In the case
of particularly aggressive roleplay, another player may
request the removal of another character's PK Safe, although
this is entirely up to the discretion of the staff.

*2: There are 9 basic races that may be selected at
creation, each of which has different starting stats and
each have unique skills gained every 20 levels, starting at
level 1.

1) Human: Most balanced, standard, and common race
2) Beast: A "Monster" race, any typical random monster
3) Cetra: Highly Magical beings, also known as Half Espers
4) Reptite: Bipedal reptilian race of high intellect
5) Dwarf: Short, stout, strong and intelligent
6) Guado: Agile and graceful creatues with elongated ears
and fingers
7) Moogle: Small, white, and furry with wings and a unique
8) Robot: Large, strong, and stocky machines
9) Ronso: A blue, sasquatch-like race with feline faces

There are also numerous "Racial Templates" that may be
obtained as well. Humans, for example, each have a racial
template that may be selected at creation depending on their
hometown. Racial templates apply ontop of the already
existing races to modify them, but some characteristics (and
already gained racial skills) of the original race remain as
well. In addition to the Human templates of Mutate, Al-Bhed
and Lunarian, there are also Vampires, Lycanthropes, Unsent
(our version of Undead) and Black Moogles (an aggressive,
less cuddly version of Moogles). There are also temporary
racial templates brought on by spell affects, such as Zombie
and Imp. Once a player has contracted a racial template
(the Human and Moogle templates aside, which are created as
such), any further skills gained from that point on are
replaced by the template skills.

*3: Players begin the game with the options of Fighter,
Thief, Knight and Mage. The four options are generally what
you would expect, although it is important to note that
Fighters are almost exclusively NO magic, while Thieves get
minimal. Mages, obviously, are the primary magic users,
with Knights combining a lesser arsenal of magic usage with
a balance of mostly defensive combat skills.

At level 50, however, each class may "promote" to an
upgrades version of their class, with three options. The
options are broken down into "light, neutral & dark"
options. Fighters may upgrade to Monks, Advanced Fighters,
or Samurai. Thieves may upgrade to Pirate, Advanced Thief,
or Assassin. Knights may upgrade to Paladin, Advanced
Knight, or Dark Knight. Mages may upgrade to White Wizard,
Advanced Mage, or Black Wizard. At level 80, there will be
another promotion, with each light and dark class having a
further light and dark option, while the "Advanced" version
of a class may pass on to the "Master" version of their

*4: While lacking a "Questmaster" type of automated quests,
there are numerous hand written quests scattered throughout
the game, along with Staff ran quest events as well. A
playable "storyline" spanning the entire game is also in the

*5: Most of the skills are learned by meeting the required
level and finding the teacher for it, but many skills are
based on how well you know other skills. For example, in
order to learn the 2nd tier red spell combustion, you must
max the 1st tier fireball to 100%, upon which combustion
will automatically be learned at 60% (and must be raised
through use from this point). Learning both backstab and
sneak to 100% will allow you to automatically learn "shadow
step" at 60%, a skill that will allow to begin a backstab
attack from an adjacent room. All of our elemental magic
uses this system, and can go up to 4 tiers, while several
other skills employ this method of learning new skills as

*6: Clans are offered, and at start of game there are three
big, player-ran Governments that are the major powers of the
world. Once these are filled out a bit, applications will
be taken for new clans. Clans are structured with a maximum
possible of 5 divisions with 10 ranks each, with an
unlimited number of people that can fill any position.
There are different classification of clans, which carry
different benefits.

*7: All total (as of this writing) the MUD has a total of
22271 rooms, however, 13744 of those are "wilderness" areas,
so for the purposes of this stat, I included "described"
rooms instead, which total over 8500 rooms in over 105
completed areas.

*8: The content within the game, while I wouldn't entirely
call it "child friendly" is certainly not adult oriented.
We are striving for a PG-13 level experience with game
content and staff supported roleplay and events. We
encourage the players to keep their content within such a
PG-13 level, but generally don't police it as such.
Excessive cursing or otherwise "offensive" language or
actions on public channels or in heavily trafficked public
areas is actively discouraged.
17 Feb, 2012, Hades_Kane wrote in the 2nd comment:
Votes: 0
I want to say thanks to everyone who has come in lately and
checked the game out, and especially to all the people who
have stuck around. It's really encouraging to see all of
the new faces and everyone being so enthusiastic about
moving forward. The "promotion quests" are currently in the
process of being written and finalized, so it shouldn't be
very long before we are able to open class promotion and
raise the level cap at least by a few levels to accommodate
play into the early levels of the higher tier classes. We
are about three areas away from being able to raise the
level cap from the current 50 to 65. Officially opening the
game won't be long after that, as there's only a handful of
other minor "finishing touches" that needs to be finalized.