God Wars II
Fantasy (GodWars)-themed MUD (Multi-User Dungeon) founded in 2002.
Ranked 160th of 852 worlds statistically.
Ranked 64th of 361 worlds in the Fantasy genre statistically.
Address:

Db Size:
314

Players Connected:
6 (53 minutes ago)

Maximum Connected:
33 (last 30 days)
Status:
UP

Version:
Custom

Average Connected:
11 (last 30 days) ▲57%

Minimum Connected:
2 (last 30 days)
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Identifying client, please wait...




-------------------[ LAST UPDATE: 17:58:48 ON 24-DEC-2011 ]--------------------

                       This is a tale of the earliest days
                When creatures of myth and legend walked the earth
                      When the Supernaturalis ruled as gods
                              And war raged eternal

       ________            ___  __      __                        ___ ___ 
      /  _____/  ____   __| _/ /  \    /  \_____ _______  ______ |   |   |
     /   \  ___ /  _ \ / __ |  \   \/\/   /\__  \\_  __ \/  ___/ |   |   |
     \    \_\  (  <_> ) /_/ |   \        /  / __ \|  | \/\___ \  |   |   |
      \______  /\____/\____ |    \__/\  /  (____  /__|  /____  > |___|___|
             \/            \/         \/        \/           \/

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Description
God Wars II is a fast and furious PK mud, designed to test player skill in terms of pre-battle preparation and on-the-spot reflexes, as well as the ability to adapt quickly to new situations. Take on the role of a godlike supernatural being in a fight for supremacy. About your character: Three types of character creation, allowing great freedom for customisation. Levelless advancement through stats, skills, styles, talents and powers. Over a hundred and fifty talents, each granting specialised character options. Over a hundred unique powers divided among the six supernatural classes. Redesign your character whenever you like - only your name and class is fixed. About the world: Roomless coordinate-based world with weather, tides, flowing rivers, etc. Dynamically generated object and world updated...
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Language:
English [1] [2] [3]

Created:
February, 2002 [1]
2002 [2] [3]

Theme:
Dark fantasy [1]
Dark Fantasy [2]
Player Kill [4]

Family:
Custom [3]

Sub Genre:
Dark Fantasy [3]

Gameplay:
Player versus Player [3]

Location:
United Kingdom [1] [3]
UK [2]

Codebase:
[Custom] Custom [1]
Custom [2] [3] [4]

Category:
Medieval Fantasy [2]

Genre:
Fantasy [3]

Game System:
Custom [3]

Description:
God Wars II is a fast and furious PK mud, designed to test player skill in terms of pre-battle preparation and on-the-spot reflexes, as well as the ability to adapt quickly to new situations. Take on the role of a godlike supernatural being in a fight for supremacy. About your character: Three types of character creation, allowing great freedom for customisation. Levelless advancement through stats, skills, styles, talents and powers. Over a hundred and fifty talents, each granting specialised character options. Over a hundred unique powers divided among the six supernatural classes. Redesign your character whenever you like - only your name and class is fixed. About the world: Roomless coordinate-based world with weather, tides, flowing rivers, etc. Dynamically generated object and world descriptions, updated on-the-fly. Three scales of ASCII map for the world, and another for weather patterns. Alternative planes of existence, each a distorted mirror of the main world. Each player has their own home plane, which can be terraformed as desired. About the combat: Unique combat system requiring simultaneous control of four body locations. Over twelve thousand fighting techniques, divided among dozens of combat tables. Each weapon type has its own unique list of fighting moves and combinations. Different types of wound, each of which impacts the victim in various ways. Unique spell system designed to be fully compatible with the combat system. About equipment: Object Oriented design: All items (and small mobs) are potential weapons. Clothing and armour is layered, and each piece can cover multiple locations. Randomly generated magical items, with different bonuses for each item type. Numerous ways to craft and customise your weapons, armour and equipment. Epic items: Powerful unique items, with bonuses that players can fully customise. About exploration: Earn rewards for exploring, and unlock quests as you discover new areas. Various one-shot quests that give generous rewards for difficult challenges. Randomly generated dungeons, with rewards for killing the boss monsters. Hundreds of different monsters, each with unique skills and tactics. Maps which can be deciphered, providing an alternative to grind-advancement. Other features: Different types of pet that can be trained up, equipped, and issued orders. Shapechanging powers, including a fully customisable form for demons. Boost point system which rewards casual play and makes botting less viable. The popular WAR mini-game; command your worshippers to destroy the heathens! Lock-picking puzzle system based completely on player skill. [2]
God Wars II is a fast and furious PK mud, designed to test player skill in terms of pre-battle preparation and on-the-spot reflexes, as well as the ability to adapt quickly to new situations. Command shortcuts, detailed help files and context-specific hints are available to guide the newbie through the game, while staff and players are usually available to help answer questions - however the learning curve is still steep, and will take time to get used to. A skilled player must learn to simultaneously control and fight with four separate body locations (head, left hand, right hand and feet). Over six thousand fighting techniques are available, divided among dozens of weapons and fighting styles, providing a vast range of possible tactics. Movement uses true-coordinates instead of rooms, and descriptions are generated dynamically on the fly to indicate your current position. Monster lairs are scattered around the world, and can be used to gather minor magical items by anyone with the skill to do so (although all forms of non-magical gear are available freely to everyone). [4]

  1. MUDConnector.Com
  2. TopMUDSites.Com
  3. MUD Server Status Protocol (MSSP)
  4. Mud Magic
When I first came across this supposedly PK-oriented game on TMC, I was impressed with the complexity of its combat system and I looked forward to some intense PK action. Sadly, over the years, my adventures there have led me to feel that this a game you should probably avoid at all costs. The player base there is very small and they get extremely upset when you kill them, often subjecting you to torrents of abuse over one small death. Killing them also seemed to upset the designer of this game, and he often changes the game play on their whims. If you somehow manage to succeed in any facet of the game, you will find the mechanics are quickly adjusted against you. This has ruined PK and allows this tiny incestuous group of players to run 'bots' to kill mobs for hours while safe from PK. Since PK is pretty much the only thing to do there, you will find yourself bored in short order. However, if you enjoy scratching your head in befuddlement, or banging it repeatedly against a wall, perhaps this is the place for you.
MudConnector.Com Review by on Aug 16, 2013
First, I would really like to cut this review off and explain a bit about the person(s) in charge of writing it. They came on a few years ago and kind of fit in well with Godwars--they died and PKed and everything was cool. Shortly after, they decided to start creating alts (they now have about 150 of them in total). The changes that KaVir has made to the game are patches to exploits that they are using and abusing. These exploits are being used by a lot of people, but this group of idiots just took the abuse to a whole new level. For example, the two most recent changes KaVir implemented was a limit on the characters that could war, and a preventative to keep people from kill stealing. The war change was important because the writer of this review (Batty) and his brother currently have about 150 alts between them, which they would use to flood war. Four times a day a mini game runs and allows players to play a sort of card game in order to gain glory, which you can use to customize certain pieces of equipment in the game. Batty and alts would all join the war with about 100 alts, thus making the game sort of pointless as they were botting it. It also made it hard for anyone who they didn't like because most usually you'd have about 20 characters attacking you. The second change he made was a preventative on kill stealing; when someone they did not like would be getting primal(xp), they would kill them. After you die, under certain conditions you gain some protection from PK. since they could not kill the person directly, they decided to solve the problem by killing the mobs the player was killing. For many, there is nothing they can do about a max level character attacking them or the mobs they are killing until they themselves are at that same age. When these players not... Read More
MudConnector.Com Review by on Aug 17, 2013
Indeed the entire player base multi-plays and has many alts, including the person who chose to respond to this review. The difference is that the developer chooses to protect their alts/bots specifically and implements measures to allow them to bot unimpeded. You will find that botting or multi-playing aren't a problem until YOU choose to do it and anger these certain players. You will hear from these same players how they plan to take over the game with hundreds of alts, but good luck if you try to complain about it. Another annoying aspect of the game is that certain players have been given unique items by the developer that the rest of the player base does not have access to. You can't even pay real cash to get them, and since the developer has given up on the game, you will not be getting access to them any time soon. I certainly do not wish to bring this game down as is implied above, I am merely stating some observations I have made from being a long-time player. This review will likely anger those players and they will try to spout some rubbish to justify their actions, but at the end of the day you should probably just let them play with themselves and save yourself a headache.
MudConnector.Com Review by on Aug 18, 2013
First, this idea of KaVir playing favorites keeps coming up; the idea is ludicrous at best. KaVir has never complained about multiplaying, nor does anyone care to stop it. Everyone has alts (just not 150 of them), and everyone multiplays to a point. There's only so much you can multiplay viably, especially if you care about PK and do not want to get attacked. The exploits that have been fixed were exploits that were issues in and of themselves; it was not a strike against Batty or anyone else. KaVir is pretty fair on this point. As for the unique items that were mentioned, these items were gained through pvp matches using avatars (players who have not classed). The items were given as a bonus for winning the matches; Batty and his brother also had a chance to join these. Instead, they played their usual game of flinging insults back and forth and complaining loudly and voting the game down because they were not getting the chance to harass players. KaVir had to spend extra time writing an arena of sorts so that they could not jump in and ruin the matches for others. KaVir has admittedly taken a break--he's taken two in the five or six years I've been playing. As he is the main developer and this game has been up for at least 8 years, I'd say he should be taking a break from time to time. I have been on more the past few days and KaVir has been active, putting in bug fixes and talking about new ideas and development he is interested in working on. In short, I'd say he hasn't exactly given up on the game. With all of this said, I can't imagine anyone playing a game day after day that they dislike so much. If the game really is that horrible, I can only come to the conclusion that they like scratching their head in befuddlement/banging it repeatedly against a wall, which I explains... Read More
MudConnector.Com Review by on Aug 18, 2013
I'm sorry but we are going to have to agree to disagree on these points. Considering you don't even play the game much anymore, I'm not entirely sure you are even qualified to comment. You are simply an apologist for the players that I have mentioned above. You know little of PK from what I have seen, and you are merely holding a grudge against the players who killed you. As a player who threatened to ruin the game with your alts and who claims every time they are killed that they were botting, I'm not sure you are aware of the irony of any of your statements. I still enjoy the mechanics of this game which is what keeps me around, but the player base seems to have some real emotion problems and extremely fragile egos. I would suggest you keep your personal grudges to yourself if you want to remain objective.
MudConnector.Com Review by on Aug 18, 2013
I don't blame people for exploiting bugs or loopholes in the mechanics, but the issues still need to be fixed for the betterment of the game - because even if you enjoy them in the short term, they are not fun for the majority, nor will they even provide sustainable fun for you. A newbie cannot reasonably compete with dozens of bots, nor can they progress if they are killed over and over again without a chance to catch their breath, or if bots follow them around stealing their kills and preventing them from ever advancing. Without changes to address these sort of issues new players will continue to be driven off (and write reviews like http://www.mudconnect.com/mud-bin/prev/review.cgi?rid=31734), and that's when the PK becomes boring - because there's nobody new to fight. And these changes apply to everyone, there are no 'special measures'. Regarding the 'unique items', those were given out as rewards for a player-run tournament. You said you didn't trust the judge, so I offered to judge your matches personally, but you declined. I'm afraid that's your loss, you'll now have to wait until the items come into regular circulation. However as they are epic items, and each character can only use one epic item at a time, it doesn't put you at a disadvantage power-wise - it just means you haven't been able to play with the new toys yet. And yes, I took a break for a while, there were some other things I was working on. But now I'm back and working on the mud again, so expect to see more changes in the future.
MudConnector.Com Review by on Aug 19, 2013
I agree that players should not have to resort to using tons of bots in the game in order to succeed, and that newbies should not be harassed. The problem lies in that many of these so-called newbies are not real newbies but are just older players spamming alts and pretending to be newbies. It is pretty easy to tell the difference between the two when you look at the time it took them to class, or the gear they are wearing. Another problem lies in the fact that people are able to bypass these things still using proxies. A player named Mayhem uses it to get around the punishment for entering multiple alts into the great war mini game, and I tested it myself and realized that its possible to have multiple alts in the Nexus this way, beyond the two normally allowed. I am also quite sick of being blamed for these things. In actual fact I have only had to resort to them to compete with the same people who now complain so vocally about it and try to blame others. So, I welcome any changes that will effectively prevent this sort of thing and level the playing field for all players and real newbies.
MudConnector.Com Review by on Aug 19, 2013
I've been playing GWII since 2008. Simply put, the best MUD around for 'realistic' combat and movement, with the freedom to customize and rebuild your characters as you see fit. The admin is not oppressive or overly intrusive and while the development had slowed recently it looks to be taking another upturn and I'm looking forward to whatever new additions come our way. The playerbase takes this freedom to the extreme of course, leading to past abuses of botting both in the war minigame and PK, but KaVir has taken adequate steps to deal with it. Typical, it seems, of any competetive MUD environment where people seem to freak out when they lose and then seek to even the odds with any steps available to them. One of the most attractive aspects of the game is that it is completely free, so there is no 'donation equipment' for people to stack up the odds in their favour. So if you're looking for a true test of skill in PVP with fairly well-balanced classes, this is the ideal place to find it. On the other hand, one of the larger issues working to reduce fun in the overall game is the safe-mode change. Players abusing botting apparently didn't enjoy having their bots killed repeatedly, leading to the ability to bot for 8+ hours in PK environments while remaining completely invulnverable. This serves to eliminate the balancing risk/reward factor in gear accumulation, which I feel will lead to further balance issues down the road. Yet, I feel that with KaVir's history of finding innovative ways to solve problems with player behaviour even this issue will be resolved in the near future. Players win, others lose, smacktalk escalates in hyperbole and outright lies,but the game rolls on- and continues to be, in my opinion, the most exciting and original MUD I've found.
MudConnector.Com Review by on Aug 21, 2013
I know that reviews tend to concentrate on Mechanics, but it appears that Godwars II has been hit by some issues I’d like to talk about. Despite Kavir and Ragnar’s assurances that the game is a happy lovely place now, Batty and his brother still continue to control it. The game essentially is controlled by two brothers, Batty and Bonecaster. These two have about 95 characters between them (however they try to split it up and talk about other people playing from the same place), and keep the top two slots on the pantheon board by mapping these 95 chars up so that no one else can get there. Essentially the only way to get up to the top two is to have that many alts to map with as well, thus making it less Godwars and more Altwars. Apart from their alts, which are fairly annoying, they have taken to spamming the main meeting point for players with chars that just send random messages to Gossip and the village around them. Gossip is uncensored and unmonitored, so the solution here is to just tune the channel off and forget about it, but it’s not. We now have yet another bot that when a specific player and his alts (Zoal) speak, sends more random messages to chat. It gets incredibly spammy and annoying, but again nothing is being done about it. Finally these buffoons have taken to walking around after players they don’t like and stealing the kill from their chars with a character much older. Want to argue with them, awesome! You can do so as long as you have a couple age 500 characters to fight them with, because odds are it’s going to be a two on one. It’s not uncommon for them to use an age 500 (which is the highest level in the game, if you will) to lower a player down that they couldn’t beat before, then use a character that player’s age to kill him, earning... Read More
MudConnector.Com Review by on Dec 1, 2012
I have always heard a lot of good stuff about Godwars II, so I was excited to start playing. When I started, I was greeted by a player on a timer who emoted ringing a bell and banging a drum, as well as shouted random nonsense to the entire village which is kind of the central point for the mud. I asked about it on the newbie channel and was greeted by a Colossus member (I forget who now, but there's apparently only two) who screamed about how it didn't hurt and etc and tried to justify it. I went on to play the game after finding chat and logged off a bit later to go work on some stuff. I came back again today and was greeted to another Colossus member spamming chat. I made a comment about how his insults (who are directed to a player that apparently has them totally filtered out to begin with) are really spammy and got attacked. After a bit of back and forth I had to ignore the player so I could play the game without being spammed over chat. I am using a screen reader, so a ton of spam is obviously kind of hard to deal with. Looking back at chat history, it is totally full. It holds a max of 20 messages, and all 20 messages are from Sensai in the span of about 3 minutes, cursing and screaming and insulting both Zoal and myself. I really like the game and what I've seen of it so far, but I never want to log on to a mud and deal with a bunch of kids who have some serious issues as well as an admin that feels that allowing them is the way to go. I don't care so much that I had to ignore them on chat I suppose, but newbie is for newbie questions, not Colossus's rants and insults to new players. According to another review, Newbiehelpers were being but... Read More
MudConnector.Com Review by on Dec 17, 2012
I don't like people ranting and insulting each other over the public channels either, but the question is where do I draw the line? Do I start banning players for saying something offensive? How do I decide what is offense and what is reasonable? You said you responded over the public channels as well - how would you have felt if I'd banned both of you? Would that have been fair, or would you have felt that your own actions were justified, and that I'd targeted you unfairly? Don't you think others would feel the same? That's why I added the 'ignore' command. It lets each player decide for themselves where the line should be drawn. You find someone obnoxious? Ignore them. Add a '*' after their name and you'll ignore all of their alts as well. If you want a game where the staff ban and delete players for upsetting other people, then I'm afraid God Wars II is not the mud for you. I've given you the power to deal with them yourself, and I expect you to do so.
MudConnector.Com Review by on Dec 20, 2012
KaVir: Thanks for your comment. I was curious if anyone watched this. I understand you added the ignore feature, and I was more than happy to make use of it. The issues I see are this: People have made repeated complaints about the spam of alts. No, I don't expect you to ban every char for doing something wrong, but there's a point when your refusal to do anything gets a little out of hand and hurts the game more than helps it. When I log on as a new player to see a spambot essentially, as the bot serves no purpose screaming crap and I see people insulting newbies on a channel made for helping them, that is also a problem. You say ignore? I say make your game a place where newbies can ask questions without getting flamed. I would also like to recommend you actually fix ignore. Whether or not I ignore TownCrier, I still get their spam in glyph which is where I am dumped as a newbie.
MudConnector.Com Review by on Jan 3, 2013
I started playing God Wars II about 5-6 years ago, and through those 6 years and my playing on and off, there have been many numerous changes. I have to say that it is one of the most advanced and complex muds I’ve ever played, and for that I really enjoy it; it’s not to often one stumbles upon a unique mud with all of the options for character customizations that are available. One of the most unique features I have seen is the movement and combat in the mud. Movement isn’t done room by room as with most muds, but is distance based; you target a location, NPC or building and then type ff to start your feet moving in that direction. This allows for a lot of combat that still sort of exists in other muds but can’t be exploited to it’s full potential. For example, imagine a ranged build where you are casting; in most other muds, you might be able to throw stuff from room to room, but it’s not exactly ranged. In God Wars II, a caster could start casting and retreat away from another player so that their melee weapons could not hit them. It is then up to the player to find some way to catch the caster or disable him from retreating. As I mentioned already, the FF command would start your feet moving forward; this idea is not only limited to your feet. Each limb (feet, left and right arm, head and sometimes tail) gets different commands, which are called techniques it can perform. A caster has commands like wiggle, snap, clap and point, which they are able to chain together to cast spells. For example, a caster might type rw rc rp to teleport; It means that they are wiggling their right finger, clapping, then pointing in the direction they targeted; upon completion of the final tech the caster is teleported. This set of commands also extends to weapons as well; when wield... Read More
MudConnector.Com Review by on Oct 10, 2012
I have to agree with the fact that most players are probably going to have a hard time with all the botting and multiple alts in this game. Its true, recently a few minor changes were made to wars to prevent some of this, but many of the other parts of the game are still dominated by it. Hopefully in the future this will be amended, but for now if you are looking for a 'fair game' without tons of multiple alts and botting then this is probably not the game for you.
MudConnector.Com Review by on Oct 13, 2012
You may be pleased to note that players are now restricted to two characters each during Great/Chaos Wars. I've also applied the same two character restriction to regular gameplay within the Nexus. Even having two characters is an advantage, of course, but as you pointed out the lords are already much more likely to attack players who join the war with multiple characters. For regular play in the Nexus, I've introduced a separate handicap system which gives players an artificial boost to age 600 during PK (at least in terms of skills, styles and stats). This is weaker than proper advancement, but it does reduce the power difference between older and younger characters - and because the handicap DOESN'T apply if you've got more than one character in the Nexus, it further helps reduce the advantage of multiplaying. I've also been introducing other changes to reduce newbie abuse, for example Temporal Shift no longer allows you to teleport players around if they're much younger than you, while event and Nexus mobs are no longer aggressive outside of their spawning areas (so if you lead the mobs to newbies they won't kill them, they'll just walk back to their starting areas). In addition I've started introducing 'newbie helpers', who have the ability to block people from verbally harrassing newbies, and will have additional options for helping newbies who are stuck or confused. They are not true staff (and have no special abilities that help them competitively), but I'm hoping they will help make the game more appealing to newcomers.
MudConnector.Com Review by on Oct 16, 2012
It should be noted that the mentioned botting abuses have, by in large, been fixed. Tweaking will still be necessary, however in the last week wars have reverted to normal and it is now difficult or impossible to use more than 2 characters at once for pk.
MudConnector.Com Review by on Oct 16, 2012
I've said on the mud for quite a while now that I would write a review, and yet it just never happened. So here it is in all of its dubious glory. My character name on the mud is Ragnar, and I've been playing Godwars2 for about 6 years. Well, since mid-2006 anyway. So, I feel I have a fairly good view of the mud and how it has progressed over a period of time. As a result, I thought I would write a review focusing not on the mud mechanics, but rather on the social mechanics. That is, I have found that all reviews for godwars2 seem to focus on the combat, the coordinate based movement and so on, as they rightly should. These are extremely important and innovative mechanics that have kept me and countless other players around for years. But, when I look at a mud, mechanics are the surface, but what truly determines whether or not I stay is the social mechanics, or, how players interact with one another and how the staff interact with the players. That's what I'll try to address in this review, and I'll try to do it reasonably objectively. Player/player dynamics One of the most interesting aspects of gw2 is the fact that there are no explicit rules. Help rules specifically tells you that common sense and a certain amount of critical thinking will tell you what ought and ought not be done. But there are no hard policies, hardcoded rules, bans or anything of the sort. This has had a few affects, both positive and negative. Negatively, this leads to the obvious: people feel that they are entitled to do whatever they want. Which really, they are. This means they can be quite abusive, but merely be disagreeable in relation to other players, not explicitly to the rules. However, this has, in large, been dealt with. The positive aspect of having no rules is the way in which these types of people dealt... Read More
MudConnector.Com Review by on Jul 31, 2012
I only played this mud for one month, but it is a month of my life I wish I had back. It was not very long after starting that I was shocked by this awful mud and its tiny playerbase. One player in particular named Fraust, was constantly spewing racist, sexist, homophobic nonsense that I found highly offensive. Another player named Freakazoid has ruined the war minigame by entering 10 characters at a time. The administration is either powerless to stop this kind of behavior, doesn't care, or possibly encourages it. Don't bother with this game.
MudConnector.Com Review by on Feb 25, 2011
'Please supply as much factual information as possible to support the position of your comments, in response to the specified review.' Of course =) 1.'its tiny playerbase.' Typing 'who' in game will bring up the current list of connected players and player statistics. At this time it displays this: 'There are currently 17 players connected, with a peak of 46 this up time. Average number of players is 20.55, over 1599 hours, 4 minutes and 7 seconds.' An average 20 players isn't tiny. I have played several other muds that average about 3 over a month or so. 20 is *not* tiny, unless you play one of the relatively few muds with 60-80 players a day. 'One player in particular named Fraust, was constantly spewing racist, sexist, homophobic nonsense that I found highly offensive.' This game is not roleplay enforced nor are there any rules. I'm sorry my choice of dialogue isn't suitable to your tastes; If you take the time to read the description of God Wars II it says very clearly that it contains Adult-oriented violence. If a little foul language upsets you, I'm not sure you would like the messages you get when disemboweling an opponent. In the future you may want to be more cautious in choosing what games to try instead of calling any offensive game 'awful' 'Freakazoid has ruined the war minigame by entering 10 characters at a time.' He has not ruined the war minigame. If you take the time to play war a few times you would see you have just as much chance to succeed in war with 20 opponents as with 2, especially considering the lords of war have more targets to choose from. 'The administration is either powerless to stop this kind of behavior, doesn't care, or possibly encourages it. Don't bother with this game.' That is an unfair opinion, considering you played only a month and didn't make any effort to contact the administration about these problems to see if was... Read More
MudConnector.Com Review by on Mar 10, 2011
I have to agree with most of your points, Mud Girl, but I am more concerned about the ease with which people can avoid PK in this supposed PK game. It is rather annoying. It is far too easy for people to teleport away from combat, or to abuse safe mode by killing themselves with an alternate character, or to hide within safe task areas. As such, there can often be little to do for a maximum-aged character.
MudConnector.Com Review by on Jun 14, 2011
As far as I can tell from this post, the problem is thus: 'Fraust is SOOOO obnoxious and I'm so easily baited by trolling that I can't focus on reading help files long enough to seek out the holy grail of commands on God Wars II : 'ignore fraust'. 'I have to agree with most of your points, Mud Girl, but I am more concerned about the ease with which people can avoid PK in this supposed PK game. It is rather annoying. It is far too easy for people to teleport away from combat, or to abuse safe mode by killing themselves with an alternate character, or to hide within safe task areas. As such, there can often be little to do for a maximum-aged character.' -MUDgirlMAN We've been over this so many times already in so many threads. Teleport is not going to save you from someone that knows how to use a two letter command 're' for right elbow (which clears hand queues by the way), or someone who has a net, or can cut off your hands, or cast dimensional anchor, or kill you before you finish casting, OR an adept hunter that has familiarised him/herself with your teleport habits and can guess approximately what distance you might have tried to flee (provided they note the direction of the pointing wand before you disappear). The last one is how we did it back in 2005 before people considered flight from combat an illegitimate technique. As for abusing safe mode by killing an alternate character: this is not an advantage. At best it's neutral considering safe mode prevents you from participating in pk as well, disallowing any bonus you -could- gain in exchange for respite from player-fights. Not to mention any significant amount of safe mode time would require you to call down the wrath of the paradox spirit on your older character. Hiding in task areas is the same issue. No one is 'Hiding' there. Your location is on... Read More
MudConnector.Com Review by on Jan 26, 2012
Besides the fact that this game has pretty much stopped being developed, the thing that bothers me most about this game is the favoritism. Its just plain sickening. Only the suggestion of a couple players are considered, and the administrators only seem to make changes to benefit their select group of friends so they can win the game.
MudConnector.Com Review by on Apr 30, 2012
Pros: Complex combat system Coordinate-based movement Fun war minigame Cons: Slow Development (only one person working on the MUD) Not much to do besides PK (of which there isn't much) Almost nonexistent player base Nepotism (improvements made on the wishes of a select number of players) Class balance issues Rampant botting (especially in war minigame)
MudConnector.Com Review by on Feb 7, 2011
Thanks for the review, allow me to briefly address your concerns: Things like 'Slow Development' and 'Almost nonexistent player base' are rather subjective, as they very much depend on your expectations from other games. However there are weekly progress reports on the website (http://www.godwars2.org/progress.php) and MudStats tracks the size of the playerbase relative to other muds (http://mudstats.com/Game/GodWarsII.aspx), so this information is freely available for anyone who wishes to compare the development and playerbase with their own expectations. While there are various different activities aside from PK, they do all revolve around combat - because that is the focus of the mud. This is made very clear in the listings, and is also explained to new players in the introductory phase. If you're looking for roleplaying, or complex puzzles, or in-depth crafting systems, then honestly you're in the wrong place. God Wars II is unashamedly dedicated to fast, brutal combat. Nepotism is favoritism granted to relatives or friends regardless of merit. In God Wars II, it works the other way around - suggestions are only judged on their own merit. Many of the most popular features were actually proposed by players, and most of the introductory phase was designed around feedback from newbies. However due to the complexity of the main game, it's usually the case that only veteran players understand the inner workings well enough to propose features that impact gameplay in a balanced way. This is not intended to snub other players, and I'm always willing to explain why a particular proposal has been rejected, but I try to be very careful about which features I implement. Class balance is a tricky subject and always an ongoing project, but other than a few rough edges with the latest class (Titans) they do seem to be very closely matched - when the top players of different classes beat each other with only a few percent of their health remaining, I consider that a fairly good indication that the classes are roughly on-par each... Read More
MudConnector.Com Review by on Feb 12, 2011
Thank you for your assurances, but I choose to respectfully disagree. Also, as an administrator, your comments are not objective and should be discarded.
MudConnector.Com Review by on Feb 22, 2011
I have been mudding for nearly two decades now and have multiple alts on many different types of muds. When I show up to a new mud, it's generally a foregone conclusion that I'll know most of the commands and most of the classes. Therefore, I was quite shocked when I logged on to GWII to find that I was a true newbie once more. Trying to describe this mud is quite difficult since everything on it is totally original. There are no rounds and no rooms. The combat system is completely new, as are the classes which you can rebuild at the drop of a hat. Thus, when I first created and did everything wrong, I was able to simply shift my things around without having to make a new alt. I will admit that it all seemed a bit daunting at first glance, but the help files are good and the players are friendly and always willing to answer questions and offer advice. The world is made up of two zones: the realm and the nexus. The realm is the safe place where people can hang out and chat and it also contains a small number of areas mainly for unclassed people. The nexus is the dangerous zone where all the cool mobbies, areas, and quests are. Yes, quests on a pkilling mud. Though the realm is safe, the nexus is deadly and you have to constantly watch your back or you'll find your limbs laying at your feet. Also there's no 'best' and 'worst' class. Since you can change things around at whim, the person who you demolished 5 minutes prior might adjust and return the favor. Thus, no one is ever safe. The Imm running this mud is called Kavir and he is very hands on with the place while remaining utterly laid back. He regularly puts in new features and areas and also has time to chat with players and asks our opinions on where we think mud... Read More
MudConnector.Com Review by on May 16, 2010
This is the godwars mud currently being run by KaVir, who created the original godwars. It is a true successor to the original, but utilizes an overland map and 2 spacial dimensions in concurrence with an innovated combat model based on weapon and stance based combos. There are usually 10 or so players logged in at a time, though the world is pretty big so you wont see them much unless they are killing you.
MudConnector.Com Review by on May 16, 2010
I discovered MUDS back in high school and tried out many different ones. I had checked out many MUDS, trying to find a community that I felt a connection to, mostly by sparking my interest in the gameplay. The MUD I first enjoyed was a mud based on the Robert Jordan series of which I had no prior knowledge of until I joined. It was created from scratch and it had its own special feeling. The environment was social, both OOC and IC. The leveling was simple, yet addicting as well. I stayed with that mud for about four years. I soon became tired of the mud because I felt that it was repetitive and also, I never did read the series that it was based off on. My friend then introduced me to another mud. I had never heard of God Wars II until then and I am glad that he told me about it. About three of my fellow mudders from the previous mud played it and helped me out a lot through the learning process. The gaming structure is not simple, it is quite complex. I firmly believe that at first, the mud may seem intimidating, but I found the challenge enticing and I strove to learn how to play correctly. Also, I must state that it may be easier for experienced mudders to play this mud because it is basically an expansion off the regular typical mud. The battle system consists of different types of weapons and equipment. Each of these items are designed according to the definition. The mobs that we fight in order to age are various and have distinctive attributes that make the mud seem more realistic, although it is set in a fantasy type genre. Each race has its own powers, set for the individual to decide on how to shape their character. Combined with a set amount of general talents, they can make the character very strong and powerful against other players as as... Read More
MudConnector.Com Review by on Jun 16, 2007
You coil your legs beneath you, ready to spring. Damocles leaps up into the air. You leap up into the air. Damocles backflips away from you. You backflip away from Damocles. Damocles kicks both feet at your face as he flips backwards. Your shimmering aura absorbs the impact of his kick. You land, your bare feet slamming down on the paved street. Damocles crashes to the paved street. You leap up into the air. You spin around in midair. Damocles somersaults over the store. Damocles kicks at your back with both feet while in midair. You deftly evade his kick. You swing your body into the stance called 'Crane Spreads Wings'. You land back on your feet and drop into a defensive crouch. You leap up into the air. You somersault over the store. Damocles somersaults over your head. You target Damocles. You land, your bare feet slamming down on the paved street. Damocles kicks at your back with both feet while in midair. You lean to the right of his kick. Damocles crashes to the paved street. ...later... You coil your legs beneath you, ready to spring. Damocles coils his legs beneath him, ready to spring. You leap up into the air. Damocles leaps up into the air. You somersault over Damocles's head. Damocles somersaults over your head. Rylnor chats, 'KaVir's mud. No one touches it.' You land, your bare feet slamming down on the paved street. Damocles lands, his bare feet slamming down on the paved street.
MudConnector.Com Review by on Mar 3, 2007
This review makes me laugh so hard.
MudConnector.Com Review by on Sep 23, 2009
God Wars II is the MUD that has completely replaced my other online gaming activities. Other reviews have covered the 'what it is' very well, so let me fill in some of the 'non-mechanical' aspects. First, God Wars II is not a roleplaying MUD. It is centered on combat, most of it (currently) Player versus Mob, but also including Player versus Player. The motivation of most players is twofold - develop more powerful characters, and explore the continually added new features of the game. There is no IC interaction, but there is plenty of discussion of 'builds' - combinations of character features, usually oriented toward making your character better in certain situations. The jewel in the crown, the heart and soul of GW2, is its combat system, which is absolutely peerless. It models, in real-time detail, everything from spectacular martial arts techniques to armed combat with a large variety of weapons, to magic, and all sorts of dark-fantasy oddities (invisible creatures, demonic characters fighting with horns/tails/wing spikes, predators knocking you over by physically slamming into you, body parts getting severed, poisons, fire, etc etc). (My current character, for example, habitually cuts hands off his opponents with a swipe of a bladed tail, then catches the severed hands as they spin through the air, and keeps them as trophies.) Now, one of the important aspects of the GW2 culture is that the game is in a long-term 'open beta'. The creator of the game, KaVir, is online regularly, sometimes daily, and available to answer questions, even newbie ones, within reason. Since the MUD is constantly 'under construction', there is a lot of chat volume dedicated to the discussion of features just added, or about to be added. KaVir encourages plenty of feedback on his work. The game's development history goes back a good number of years, and shows no signs of slowing down. A few words on PvP - this takes two forms on GW2, open player killing (PK) and 'duelling'. After the training... Read More
MudConnector.Com Review by on Nov 5, 2006
After seeing that there hasn't been an updated review written for nearly a year, I thought that I'd spend a little bit of time and draft something up. God Wars II is a mud that definitely deserves all the attention it can get, even though it has a fairly stable and loyal playerbase. First things first, God Wars II is primarily a player-killing mud. After your Avatar chooses a class (which in and of itself is a challenge that will take new players many, many hours to complete), you will have the option to go to a separate plane of existence known as the Nexus. This is where you will spend most of your time, performing map-quests and killing various mobs in search of 'Primal Energy' (the equivalent of experience points). But the Nexus is not a place for the faint of heart. There are no player-killing restrictions whatsoever, and at peak times this can make navigating through the Nexus a herculean exercise in caution, stealth, skill and luck. In other words, it's one heck of an adrenaline rush - and it's really, really fun. KaVir, the creator of the game, has recently implemented a new rule wherein more powerful players lose unspent Primal whenever they slay someone weaker than themselves, though (in the long run) dying at the hands of another player in the Nexus is little more than an inconvenience (and a learning experience for newbies, as it will happen quite a bit with your first character). The penalty? The recently slain will reappear on their respective home-plane, where they will have the chance to fully mend their wounds and repair their damaged equipment before setting back out into the 'multiverse'. In order to clarify the term 'multiverse', it needs to be pointed out that God Wars II is composed of several different planes of existence. There is the Realm, which is a plane reserved primarily for teaching newbies how to play the game and adapt to the world. This where... Read More
MudConnector.Com Review by on Sep 11, 2006
I first started playing Godwars 2 when it was GladiatorPits III which was the testing ground for the aforementioned mud. The learning curve is a little steep, but nothing a quick glance at a helpfile cant fix. The combat system is unlike anything I have ever seen in a mud, it is without a doubt the most robust ive ever seen, It's like playing a fighting game on xbox, but with 26 buttons instead of 4 with a different set of techniques, attacks, and combos for each weapon, style and class. Now on to the Talents; Talents are the 'Skills' of Godwars, you gain a talent slot by reaching a certain pinnacle such as mastering 6/8/10 weapon styles. There are over 100 talents each ridiculously well thought out. Each having certain requiring its own stats/style/weapon requirement. Classes. Now classes are split up into different categories. Revanants being the undead brought back to life, ie. Vampires. Lycanthropes or werebeasts, ie. Werewolves. Illuminati or the magically gifted, ie. Mage. And finally there is the Nephilim or the beings that never had a human form to start with, ie. Demons. All the classes are fairly balanced, but as always are being worked on constantly to maintain balance. The world is huge and easy to navigate, the equipment system is based on random drops from powerful mobiles. It's hard to say anything bad about this mud. It's always evolving, there is always something to master, be it your strategy or your character itself. Players are very friendly and very helpful, and for the most part literate and comptetent. All players from the start have their own realm where they can go to heal, or repair their armour in peace, each with their own storage 'warehouses'. Well I tried to put a conclusion on this but there just isn't an end to what I can complement its just an excellent game and you should try it.
MudConnector.Com Review by on Nov 5, 2005
I've only played this game a couple of times, but it doesn't take long to understand that it provides a far more advanced combat system than the standard MUD fare. More than anything, it plays out like a text equivalent of a console street fighting game. You have a certain number of actions available for each hand, your head, and your feet. Depending upon your character's fighting style, particular combinations of these actions perform more advanced attacks and maneuvers. It's a lot to take in at first, but after spending a little bit of time with it, you can do some pretty wild things. I've only experienced a small portion of it, but the sheer number of different options in combat are staggering. From what I've seen, the Staff and other players seem quite friendly and patient to a new player. It makes absolutely no sense to me why there are so few players in this game while hordes of people get involved in the same old back and forth, near optionless combat found nearly everywhere else. It has to be because they just don't know that something like this is out there. (I didn't before being pointed to it, myself.) If you are looking to play with an engaging fighting system, this has to be what you want.
MudConnector.Com Review by on May 30, 2005
Let me start out by saying that whatever you choose to do after reading this review, not trying Gladiator Pits for a fight or two would be a pity, I can say without exaggerating that this mud is definitely one of a kind. I started playing Gladiator Pits last year, just trying it after reading the review by Alayla (on TMS). I liked it at first, because of how easy it was for a new player to just roll in, no in-game skills to practice or numberchase for just to be able to compete with the regulars, a steep but still very managable learning curve and a graceful and unique combat system. But I quit after some time, even though there were a few people logging on every night there was just not enough to do to keep the player occupied. Skip to just last week, I decided to check on Gladiator Pits again, after about 8 months and I'm hooked again. The combat system is still graceful, unique and a lot less boring then the automated systems on your standard Diku/Smaug/Whathaveyou. The amount of weapons has increased quite a bit (which actually means something here, every weapon has different attacks and techniques to use) and you can even use different types of magic now. You can now customize your character with different skills and talents (think feats in table-top D&D or perks in Fallout). But best of all, there is now a wilderness with different randomly-generated dungeons, keeping you occupied even when there's no one else online. Sadly though, while those that do visit seem to be nice people, there are still not a whole lot of people logging in at the same time. So if you want something different. A nice, if a bit small, community. A unique[1] combat, movement and magic system. Easy to learn but hard to master gameplay. A chance to choose your own fighting style, there isn't one 'power-build' you need to use to compete. Then on... Read More
MudConnector.Com Review by on Apr 28, 2005
Let me start out by saying that whatever you choose to do after reading this review, not at least trying Gladiator Pits for a fight or two would be a pity, I can say without exaggerating that this mud is definitely one of a kind. I started playing Gladiator Pits last year, just trying it after reading the review by Alayla. I liked it at first, because of how easy it was for a new player to just roll in, no in-game skills to practice or numberchase for just to be able to compete with the regulars, a steep but still very managable learning curve and a graceful and unique combat system. But I quit after some time, even though there were a few people logging on every night there was just not enough to do to keep the player occupied. Skip to just last week, I decided to check on Gladiator Pits again, after about 8 months and I'm hooked again. The combat system is still graceful, unique and a lot less boring then the automated systems on your standard Diku/Smaug/Whathaveyou. The amount of weapons has increased quite a bit (which actually means something here, every weapon has different attacks and techniques to use) and you can even use different types of magic now. You can now customize your character with different skills and talents (think feats in table-top D&D or perks in Fallout). But best of all, there is now a wilderness with different randomly-generated dungeons, keeping you occupied even when there's no one else online. Sadly though, while those that do visit seem to be nice people, there are still not a whole lot of people logging in at the same time. So if you want something different. A nice, if a bit small, community. A unique[1] combat, movement and magic system. Easy to learn but hard to master gameplay. A chance to choose your own fighting style, there isn't one "power-build" you need to use to compete. Then on... Read More
TopMUDSites.Com Review by on Apr 26, 2005
First off, Gladiator Pits is like no mud you have seen before. It does not have a large world with epic adventures, it does not have quests (yet), no levels, no character advancement, no clans or guilds, no classes or races. All you will find there are a few training mobs and several duelling arenas. Yet, it's excellent fun. Why? Because of its real-time combat system. It's original, it's flashy, it's elegant... it flows smoothly even if you get a bit of lag. Granted, it's also a bit hard to get into at first - no wonder, with 25 styles and over 1500 techniques. But improving your combat skills is an adventure in itself and well worth the time. Speaking of time investment, it is lower than most muds in the long run, since you don't have to spend months building up your character or gathering equipment. Since everybody starts on the same footing and everybody has access to the same selection of equipment, the duels become purely a match of skill and strategy. Each style and setup has its advantages and disadvantages, and everybody can find one that suits them best. Keep in mind that GP is primarily a test engine. If you stumble across a bug or any other problem, take your time to report it on the support forum (http://www.clanscw.com/godwars) and you can help to improve the game. Also, there's not always somebody around to fight - but I spend several hours on almost every day, and I will be happy to help you getting started (or duel you when you get better!) - you can find me there as Alayla. So if you think you've seen it all, if you like a breath of fresh air, if you are interested in new, original concepts, if you want to just have fun without spending months building up a character, give GP a try. It's well worth it. Alayla/Angie
TopMUDSites.Com Review by on Aug 16, 2004
This mud is THE most innovative mud there is for combat. Right now this mud is an egg that is beginning to hatch into the biggest thing on the entire mud community. The infamous Kavir, the thief who has stolen countless late-night hours of America's youth is developing his latest of the God Wars series here...JOIN NOW, I am serious. This is the real time combat mud, and no, its not that silly Dragon Ball combat system some might know. Pbase is starting to grow as I write this...I personally asure that you will be impressed.
TopMUDSites.Com Review by on Aug 4, 2004
Gladiator Pits III is a pure PK mud, designed to test player skill in terms of both pre-battle preparation and on-the-spot reflexes, as well as the ability to adapt quickly to new situations. There is no character advancement - every character is on equal footing - and so it is purely a test of player ingenuity. The basic concept is fairly straightforward, although the mud may take some getting used to for those not already familiar with Gladiator Pits II. Context-sensitive hints and informative helpfiles are available, and most players should find themselves ready for their first fight within a few minutes of connecting. Knowing how to fight however, is a long way from mastering combat. With 25 fighting styles and well over 500 fighting techniques, there is no lack of things to learn. Dozens of different weapons and pieces of armour are available, each with their own advantages and disadvantages. Eight different stats indicate the strengths and weaknesses of each gladiator, but it's up to the player to decide the allocation of those stats. The mud also uses a coordinate-based system, which allows players a great deal of flexibility in terms of movement. The same system also handles weapon lengths and missile ranges in combat. The combat system itself is non-automated, and is geared more towards the fantastic than the realistic, drawing inspiration from anime along with movies like 'The Matrix' and 'Crouching Tiger, Hidden Dragon'. Each gladiator has three fighting locations which need to be combined in order to fight effectively - 'left hand', 'right hand', and 'feet' (which also represents overall body posture). Each location has its own set of commands and techniques, depending on the weapon and fighting style used. With such a trully awing and thought-provoking combat system, pk is fast paced against the training mobs and even more so against fellow players! Come join the battles! Will you be the victor or the fallen?
MudConnector.Com Review by on Apr 12, 2004
This is only a beta test for a much greater MUD which is yet to arrive. As such, there is not a lot to do here but battle other players or practice on a few mobs. That said, it is a glimpse into the future of MUDs that I consider myself very lucky to have seen. No doubt you will have some trouble getting used to it if you check it out yourself: you will see that it truly is utterly different. But that is a good thing. Out with the old (in this case the old old old, been recycled and rehashed a hundred thousand times over a decade and a half...), in with the new. The battles, if you choose to try and learn them (you can't just type "kill fido"), are spectacular, once you figure out how combat works. Very strongly recommend you check this out. Me? I can hardly wait until the real thing is opened to the public. *Erdos leaps into the air and summersaults over your head!*
TopMUDSites.Com Review by on Nov 5, 2003