Welcome to The Phoenix

Many people read those words everyday, as they step through the portal and into the land of Aber-Phoenix. Not everyone of these adventurers know what Phoenix is, or often enough, do not know what a MUD is. The answer to what a MUD is comes in many texts, dictions and languages, but nothing shall ever explain better than to simply step in and discover the exhilarating adventure known as Aber-Phoenix.

I Welcome all to the land of Phoenix. Phoenix offers excellent hours of enjoyment for the newest of MUD players as well as most seasoned.

What you will find

Guilds:
Warriors, Mages, Thieves, Jacks, Druids and Necromancers all provide unique and exclusive talents and tools for the adventurer to utilize.

Warriors are strong and rigid. It takes a mighty blow to phase an experienced Warrior. With such skills as Second Strike, Disarm, Stab, Retreat, Kick, Deathgrip, Jab, Wreck and Berserker, a Warrior has more than enough brute force to take on the toughest of foes. Warriors do have their limits though, for their Prowess is finite and each skill utilized drains this Prowess. I've seen many careless Warriors lie helpless, lashing a dulled blade at the Horror of defeat, and almost evertime the Warrior possessed not a single drop of Prowess.

Mages are intelligent and crafty, possessing such spells as Fireball, Frost, Shock, Blind, Cripple, Mute, Shield, Heal, Invis, Berserker, Summon, Translocate, Knock, Scan, Aura, Missile, Cure, Glow and Deafen. A learned Mage possess all these spells, but must practice the art of temperence to sustain his or her Mana reserve.

Thieves are masters of cunning and trickery. They rely on the source of Luck to sustain skills such as Peer, Dodge, Sneak, Pick, Assassinate, Raid, Sixthsense, Jab, Hunt, Mug, Lure, Evaluate, and Stab. They also possess an uncanny knack for stealing from an individual - an art other guilds possess, but seldom master quite like a Thief.

Jacks are the Jacks of all Trades in Phoenix. They are both magical and skillful, learning many spells and skills you may see various other guilds utilizing, and even some eccentricities of their own. I've seen Jacks use among a long list of spells, including Fireball, Frost, Shock, Missile, Blind, Cripple, Cure, Deafen, Glow, Mute and Summon. Skills I've witnessed are Deathgrip, Repair, Warp, Keen, Litany and Map.

Druids are the magi to nature. Druids are slightly stronger than mages and possess spells known around the land as Heal, Restore, Float, Earthquake, Lightning, Hail, Bless, Aura, Cleanse, Theriac, Regen, Whirlpool, Tornado, Charm and Cure.

Necromancers seem to be segregated from the principles of the living. Though they tend to possess spells one might recall within nightmares or horrorific tales, they are as much a part of Phoenix as the life loving Familiars in The Valley of Animals. Their spells seem to center on the idealism of pain and death, with such descriptive names as Animage, Cabbage, Chill, Curse, Drain, Fear, Fog, Phase, Resurrect, Burn, and Charge. Possibly the most unique attribute regarding Necromancers that I can think of is that they require a fuel source to aid in casting their spells - the fuel source, ether. Where do they aquire this fuel source? I'd rather not speak of such gore. I'll let you discover this for yourself.

How to get there

There are several methods of logging onto and playing Phoenix. My personal preference is using a MUD client. A MUD Client is an application that is designed to connect to a MUD and often offering brilliant options for configuration and interacting with the MUD. Another way is to connect Phoenix from the Phoenix Website's Java Client.

The Phoenix MUD Clients Link has a long list of different MUD clients for different operating systems.
I Recommend zMUD for all versions of Windows and TinyFugue for Linux console. For the Mac OS, I've heard good things about Rapscallion. Unfortunately I have never used it for myself but here is a site all about Muds and the Mac OS, Mac OS MUD Zone: Clients page.

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