Guide
 
 
 
 

History

Mozart Mud has been in continuous development and expansion from its beginning in 1990, when it was hosted on an Arkansas university computer by the name of mozart.uark.edu (hence the name), to the present day, where it runs on a dedicated machine owned by the Mud's owners—an advantage over other Muds whose continued existence may depend on the good will of a machine or site administrator who is not one of the Mud's own administrators. During that time its code has undergone such thorough augmentation and modification that it bears little resemblence to its SillyMud ancestor. Its world is particularly large and contains mostly original areas—a small number of areas are based on works of literature, mostly Tolkienesque.

Stability

Mozart Mud is particularly stable, usually reaching uptimes of multiple months between game reboots. Mozart Mud's world is structured in such a way that all individual areas reset online at timed intervals, reloading their denizen mobiles, and objects have a variable percentile chance of loading each time their area resets, rather than everything loading only the game reboots. Furthermore, most changes to the server can be loaded dynamically without resetting the game world. There is thus no direct character incentive to be had from a game reboot. Game crashes are rare and are usually dealt with swiftly by Mozart Mud's coding team.

Rent

There is no rent charge on Mozart Mud. While other Muds charge characters a daily rent in coins to keep their hard-earned equipment, we feel it is better to make players want to play, instead of punishing them for not doing so. Thus, on Mozart Mud, a character must rent at an inn when leaving the game in order for equipment to be saved, but no fee is charged. Since Mozart Mud does not have object limits—that is, the rarest and most powerful mystical items will eventually load regardless of how many instances of them are already owned by other characters—a small number of characters cannot hoard all the best equipment, as can happen on other Muds.

Variety

Mozart Mud offers a large variety of races and classes for character play, each with many specific abilities of their own. Currently the Mud offers twenty-eight different character races, each with differing physical and mental attributes—some may be stronger, others faster or more intelligent, etc—and many with other abilities such as natural winged flight, exceptional sight, heightened resistance to particular attack forms or innate skills or magical spell-casting ability. The Mud's classes currently number fourteen, each with a particular range of skills and, for the magic-using classes, spells. Some skills are unique to one class only, and others of overlap more than one. Additionally, characters of almost any race may be multi-classed, with the powers and abilities of two different classes.

World

Mozart Mud's world is actually two distinct realms—the Surface, home to humans, elves, dwarves, and myriad other races, and the Underdark, the deep subterranean home of the drow (dark elves), duergar (grey dwarves), their slave races, visiting demons from the depths of the Abyss, and svirfnebli (deep gnomes). Under ordinary circumstances, these two domains are entirely separate and mortal characters cannot travel from one to the other by means physical or magical. However, there are occasions when the whim of fate or the actions of the Gods may cause the two domains to be linked for a short time. During such times, in ages past, the dark denizens of the Underdark have raided the Surface, causing mayhem and carnage. On equally rare occasions, the warriors of the Surface have launched retaliatory strikes of their own against the dark elves' empire beneath the ground. Great hatred exists to this day between the races and cultures dwelling on the Surface and those that reside below.

Player Killing

Mozart Mud's policy and underlying code on player-killing, or PK, is complex and varies between the two realms of the world. On the Surface, it is impossible for player characters to kill or cause harm to each other by any means; an arena exists for characters to test their strengths and powers against each other in nonlethal battle. Within the Underdark, where fear and paranoia are ever-present, player characters may indeed battle to the death, whether face-to-face or by the stealthy arts of assassination or the eldritch energies of powerful magics. The will of the Gods protects the weakest characters (in game terms, those of 25th level or below) from death at the hands of their fellows' blades, giving them time to learn the ways of the Underdark and find some manner of protection. No such protection obtains for higher-level characters, so adventurers should be wary of powerful mages or priests and the wild ravening energies unleashed by their area spells—the Underdark is a place where "accidents" may easily happen.

Raids

On the rare occasions when the evildoers of the Underdark launch their raids against the society of the Surface, the malevolence they bring with them allows their dark Gods to gain a toehold in the lands above. During such short-lived encounters, due to the ill-will of the Gods of the Underdark, player characters of the Surface become just as vulnerable to death at the hands of other player characters as those who dwell in the Underdark are at all times. Fortunately for the Surface folk, such raids are short affairs, and the evil Powers of the Underdark can only project their will up to the Surface while their champions stride its lands.

Roleplaying

Roleplaying is encouraged on Mozart Mud. Although it is not compulsory, many players choose to act "in character" when interacting with other player characters, and occasional quests may encourage or reward skilled roleplaying. However, players who prefer not to roleplay are not be required to do so. Roleplaying is particularly encouraged in the Underdark.