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Latest News: DEC. 6, 2012 - Changes Thus Far...... Hey all,Ok, so some new changes have gone in since MUD restart today.The following changes have been made.- Shields have had their power caps removed. You can now achieve 100% protection on your shields. How ever, you will require the best of the best equipment plus a good over max for defensive to achieve this. This is all in testing still but yeah, enjoy. No shields have a power cap anymore.- The melee damage cap(s) have been increase a decent amount.- Some Guilds have been tweaked regarding balance issues. Cleric and Wizards. There are plenty of tweaks still required but mainly, the guilds are being more sorted into a category of Offensive/Defensive/Support structure. By saying that, soon, there will be Guild Only shield spells, for example, a Cleric will only be able to cast their Abysmal Shield on Clerics. Please don't think this will cause problems or balance issues, it won't as we are aiming for a new structure setup of play which is like I said above -> Offensive/Defensive/Support. In saying that, the party system ( group ) is being looked into as well, so this feature will be used more for the structure above. There will also be spells like mass heal which will cover the entire party members, all in the process.- Use level system instead of save level, so you won't lose items if not high enough level on log out. How ever, you won't be able to wield/wear them.- Guild armour restrictions have not yet been finished but if you do 'help guild-armour' you will see what lays ahead for restrictions on armours.Ok, that is all that comes to mind at the moment but be prepared for more exciting things to happen. Angels are being redone and moved into an End Game environment in Heaven plus their gear revised. Oni Raiders are being revised plus their gear. Soul Prison gates are being changed so it works like this -> 1st gate = 1 person, 2nd gate = 2 people, 3rd gate = 3 people, 4th gate = 4 people and Skydarkener gate = 5 people.Some other end game stuff is being done to, for example Racial Raiders system, Synn the Death Master is being changed into a proper end game NPC with new additions and gear. Dragons are being looked at plus more Dragons added. Some other end game stuff is being done to, for example Racial Raiders system, Synn the Death Master is being changed into a proper end game NPC with new additions and gear. Dragons are being looked at plus more Dragons added. Oops on the double enter above ^^ Also, some other things to look forward to, there will be a shop that allows you to spend XP you have got. For example, if you spend 5 billion XP you can get a unique mount that saves to your player through log out process, plus not attack or be attacked. Another example is a rare non lootable armour set which is only obtainable via this shop. Example -> 1 piece might = 5 billion XP. Just more stuff for you to do and achieve.*takes a breath*Ok, so that is all I can think of at the moment. Stay tuned and thanks for the support guys.. Any questions please ask.Derali - Posted By: Derali
 
Races, Orgs and Guilds
GuildsAlchemistsBladesingersClericsDark KnightsFightersMagesNewbie GuildNinjas
OccultistsPaladinsPiratesPriestsPyromancersRangersRoguesSamurai
ShamansSorcerersWar WizardsWardersWarriorsWizards
RacesOrgs
Guilds exist to create an extra dimension to your characters. There are those who are interested in fighting, those in money, those in evil doing, and of course those interested in nothing at all. The guilds give you a guide to how your character MIGHT act in some situations, and generally guide how you MUST do combat in the Realms. A wizard would fight with spells, a fighter with cold steel; it all depends.

The way the guilds aid you is in cheap advancement of skills. For information on how skills work read the skills concept information. Guilds provide cheap training in skills that are appropriate for that guild. For example, a fighter can get cheap training in all fighting skills.

There are a plethora of races to choose from in this world, each with distinct behavioral attributes, certain abilities, and complex social structures. Most organizations only accept members of a certain race, such as the Dwarven Smiths, or any of the Drow Houses or Elven Clans.

Dawn has 8 distinct races to choose from, as well as 2 additional half-breed races. There are drow, elves, orcs, humans, bastet, dwarves, gnomes, and hobbits. The half-breed races (half-elves or half-orcs) have no organizations to call their own. However, they have the option to choose their organization from the stronger side of their ancestry. The races domain's job is to add to, fix, maintain, and update the organizations of each of these races.
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Half-ElvesElspeth
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Half-OrcsUrkkrak
Hobbitsnone
HumansMerchants
OrcsUrkkrak
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