Lord Piergeiron is looking for brave adventurers to fight off the trolls!
If you can help, form a group and head south.
-Town Crier, Waterdeep
I was shuffling through old posts, as I do every month to pull together the one and five years ago bits for the monthly review post, when I discovered that I wrote that post about playing TorilMUD for 15 years about five years ago… which means that I’ve hit the… wait… eighteen, nineteen… the twenty year mark since I first I first blundered into Leuthilspar and got hung up at the fence leading to Kobold Village.
It barely seems possible that I was playing TorilMUD so long ago. And the town crier has been shouting the same thing every few minutes for just about the whole time. Granted, there was a gap of a couple years in there when the game was down at various stages, but it always managed to return.
Still, I started playing TorilMUD a long while back. Twenty years ago was the era when the Intel 486 was king and the new Pentium (not 586 as so many expected) was the new kid on the block. Apple’s incredibly popular PowerBook laptops were just introducing a model (180c) with an 8-bit active matrix color screen that was actually usable. (Don’t get me started on the 165c.) At work I was just starting off on project that would end up with a five month long crunch cycle, during which NBA Jams would be our lifeline to sanity. I was playing Civilization I am sure and was running a BBS, which in a way was the spiritual successor to this blog.
You grab Piergeiron Paladinstar, Servant of Tyr in a headlock, and give him a furious noogie.
I think I may have beaten the back story of myself and TorilMUD to death at this point. I have written up posts about the history, the stories, and the influence of the game in the past. Here are a few of my favorites:
There are more posts under the TorilMUD category, though that includes posts where it is referenced, but where memories of the game perhaps not the main topic of discussion.
More amazing still is that, not only is TorilMUD still there, but that it continues to be a work in progress. Bug fixes, new zones, a web client, and a conversion to a system more akin to the current Dungeons & Dragons combat model continue on. The whole thing reflected D&D 2.0 rules back when I started. The help file for THAC0 is still there.
THAC0 is an acronym for “To Hit Armor Class 0.” THAC0 is a number every player and monster has, and it is dependent on level and class. It is ranged between 0 and 20. THAC0 is the method that the MUD code uses to determine whether or not you have successfully “hit” an opponent while in battle. It is calculated for everyone fighting, for each and every combat round. For THAC0’s, the lower the number you have, the better success you will have at hitting.
For Example: let’s say your THAC0 is 10, meaning you have to roll between 10 and 20 on a 20-sided die in order to hit an enemy with an armor class of 0. If you are fighting a monster with an armor class of 1, then you need to roll between 11 and 20 to hit that mob. If the mob’s armor class is 8, you only need to roll between 2 and 20 in order to hit that monster. You can affect your THAC0 by using magical items that give a positive hitroll bonus. This bonus will enhance your THAC0 and therefore your ability to hit a monster.
The help entry for AC (Armor Class) further explains how this hit/miss system works. See also: AC
I don’t think it still applies, but it did at one time. A bit of history in the help files.
And, most important of all, people still play TorilMUD.
It isn’t the 100+ people we used to have on at once back in the day. But when I log in now and again to see what has changed, I always see between 15 and 30 people online. Enough to form up a group generally and go raid a zone now and again. As with any game based on progression via levels, almost everybody on these days is at or close to the level cap of 50. Occasionally I see somebody in their 20s or 30s. And sometimes it isn’t even an alt of a player that already has a few level 50s.
I poke my nose back in every so often. I still see people I remember. And time continues its relentless march forward.
Anyway, just to archive something away for a later date, after the cut you will find the credits output for TorilMUD. The bulk of the credits is a list of zones in the game, their level range, and the creator. That will give you a little insight into how vast the world is that has been created over more than 20 years. I started playing 20 years back, but the work started before I ever showed up.
Sure, the “world stat” command will give you the summary:
Total number of zones in world: 348
Total number of rooms in world: 65985
Total number of different mobiles: 19975
Total number of living mobiles: 46001
Total number of different objects: 19000
Total number of existing objects: 98257
Those are some big numbers. They have added something like 4,000 rooms and 29 zones since I last posted that output back in 2009. But actually scrolling through the list is more impressive.
More information can be found at TorilMUD.com.