After the Plague Coredump Team 1994 -2004

After The Plague is a MUD where we expect players to suppress hack & slash playing style and try to socialize and practice roleplay. This however doesn't mean that you cannot battle creatures or other adventurers or that fighting is less realistic and complex than other fields of play. To help players in this:

  • Unlike many other MUDs you are represented as a short description rather than a name. So to others you will be seen as 'red-eyed thin kobold' for example and not by 'Joe' or some name you chose at login. This helps you to hide your identity but just like in real life you can remember others by a name, ie 'remember thin kobold as kaolin' and afterwards you will see that given kobold as Kaolin in the future. Of course others will still see the 'red-eyed thin kobold' or some other name they remembered it.
  • OOC (Out Of Character) and IC (In Character) communication is distinguished. Channels like 'newbie' (for english) 'hun' (for hungarian players) exist to help OOC global communications when a player is unsure of syntax of command or whatever.
  • Unique language system (driver code by Xavier), each race have a native tongue and there is a common language as well.

At the start you must create your character to adventure:

  • There are many playable (and even more other) races including flying races
  • Creating your character is challenging if you get through it you'll have the sense
  • Your race influences your physical traits. Don't choose to be a blunt troll if you want to be a magic user and don't choose a brownie if you want superior muscles
  • Unique 'stats' including perception, agility, coordination, handiness, memory, willpower, comeliness
  • Choosing a background to your race will set your background story and encourages you to roleplay considering it, and also highly influences your future studies and the skillgroups you are better in (backgrounds are still in beta phase ).

During adventuring you might find teachers and join a guild, build up skills, learn spells, psionic abilities or prayers:

  • Skillbased playground
  • Unique skill/spell/psi/ability system
  • Multiclassing or rather 'multiguild' is available, you can join as many guilds as you are accepted into, but some guilds have skill/stat/race/guild and various other criteria or discriminations!
  • Skills/spells etc usage needs time to concentrate on or to cast. You cannot do stupid things like at many other muds where there are 0 time spells/skills or where time is counted after doing the skill or spell and not as something you need before doing them (ie casting a fireball then run out and wait till you can do it again)
  • Using skills makes you improve in them, there are NO experience points or anything with which you can build up skills in no time..
  • Improving skills improves the assessing stats! Use a knife so your agility, coordination, strength will increase (in a weighted way). So no stupid things like on other muds that players kill monsters make experience points and then suddenly upgrade their charisma or intelligence or whatever. The way you play will influence the stats you improve, cast spells and you become more intelligent after a while, or use brutal force to become stronger and quicker.

Fitting equipment will help you in your adventuring:

  • Unlike other muds items do not just 'hang' on you but need a place to fit. This results in that players and monsters walk with backpacks if they have many things to carry, also coins are stored in moneybags. Things you pick up you hold in your hand, and without an empty hand you cannot pick up more items. This results also in a nice feature that anything that is in your hand you will swing with if you get involved in a fight, unless it is too big or heavy to hold. Weapons do not need to be 'wielded', simply holding it in a hand and not keeping it in your scabbard or sheathe will do the trick.
  • Weapons have size. Depending on weapon size / player size a short sword might be used as a knife for a giant and as a blade for a hobbit. Too big or heavy weapons result in penalties by using them one or even two handed.
  • There exists some unique artifacts or items of which there are only one or a few in the world and which have a history and won't disappear unless destroyed by some means (ie. reappears around the place where it was lost in time).


Advanced combat system:

  • Attack, numerous weapons (axe, knife, blade, staff, blunt, projectile, etc) , bare handed, dodge, parry, split defense, two handed, multiple attack, toughness, and special guild skills
  • Skill success is complex factor of the assessing stats, skill levels, other factors (lets say to backstab someone your hiding success helps if your victim does not see you, but if he sees you trying to hide it makes much harder, also you need to successfully sneak behind him with your sneaking skill and coordination helps but the victim's perception and awareness might reveal it, after you were not revealed you have the chance to strike, but you need to know the body anatomy of the victim's race and also score a successful strike where coordination, intelligence, strength and backstabbing skill is thrown against the victim's perception, awareness and backstabbing skill... So believe me it is rather complex)
  • You can fly high and cast spells from out of reach when outside of rooms and are hurt only by other spells or thrown items, or you can fly down to close quarters and have some defense and hit bonuses if you are a flying race (faerie, aarakocra, kenku and nightgaunt)
  • You can stumble and break a limb, fall on ground, let loose a weapon, or fall down to the ground if you are flying especially if you are drunk
  • You can be hit unconscious if you take a very hard hit or are close to death unless you are 'tough' (toughness skill helps to tolerate pain)
  • You can lose a spell or skill if you are hit hard, especially if the hit comes on your head :>
  • Critical hits to known body types, you must learn the body type by by dissecting a corpse or from books
  • Teams can form a party, spellcasters can hide at the back row behind the guys at the front row.

You can also become a hero by completing quests. But quests are not like on other muds where a list of quests are hanging out at the guild, inn or whatever. Quests can start anywhere even at places where you wouldn't expect. Quests can take various forms. Solving quests IS for fun and not primarily for power! So we deeply frown upon players who spoils this fun for others by telling solutions or whatever in a direct way.

  • 60 known quests ranging from easy to almost impossible
  • Different quests need different qualities: wit, luck, timing, power, more people to cooperate, or a party to have different skills or abilities to succeed on it
  • Reward of quests is the fun, the honour but you might gather rare items or improve yourself as well
  • Quests on the fly. These are random quests with random persons, tasks, places. Things which happen most likely once and no more!