About the Theme
Is God Wars II set in the World of Darkness?
Although God Wars became more increasingly influenced by White Wolf's World of Darkness over the years, we've chosen to go back to the early roots of God Wars for our inspiration, and follow an original theme. God Wars II is based in a medieval dark-fantasy setting however, and should still retain something of a gothic feel.
It is a PK mud, I assume?
Of course. Characters start out in the Realm Plane, where they can earn experience and collect minor magical items without fear of PK. However, in order to progress beyond the newbie phase it is necessary to travel into the Nexus, where all worlds meet. Only within the Nexus can the most dangerous monsters and the most powerful magical items be found - but within the Nexus PK is permitted (and it's NOT optional).
What about RP? Does the mud encourage roleplaying?
God Wars II is not designed to be a roleplaying mud. Plenty of other people are doing that, and some of them are doing a fine job of it, but that's not what we're aiming for. Of course the game does still have a theme, and a game world which is consistent within that theme. Our focus is just more on the gameplay and character advancement, rather than the social aspects.
Do characters have to eat/drink/sleep?
The characters are the Supernaturalis, and are not restricted by mortal weaknesses. They do not need to eat or drink, although their powerful metabolism can sometimes benefit from the raw resources provided by such activity. They never get tired or need to sleep, although remaining motionless makes it easier for their body to repair itself. They are immune to infections, diseases and poisons, except those of a powerful supernatural nature. They can change their appearance - or even their gender - at will. They physically age to adulthood within minutes of birth, but never grow older after that point. And most importantly of all, they are truely immortal; no matter how badly chopped up they are, their body will eventually reform itself and they will rise again.
What about deity figures - can you worship gods?
Millions of years from now, the surviving Supernaturalis will become what you generally think of as a typical fantasy "god". I suppose you could worship other players if you wanted to, but that's about as close as you're going to get within the timeframe of God Wars II.
About the World
Does the mud have all original areas?
The mud doesn't use "areas" as such, but the world is and will be all-original.
How many rooms does it have?
The mud doesn't use "rooms" either - it uses coordinate-based "places", which measure the position of things inside them to the nearest foot. The Nexus (which is the primary "world" in which most of the game takes place) is approximately 3.5 times the diameter of the Earth, but there are also other "places" (such as the different Planes).
How do you move around, if there are no rooms?
You can either specify a destination through the traditional directional commands such "north", "east" etc., or you can specify an exact coordinate position, or even target another person, object or place. Once you've set your destination, you can walk, run, retreat, circle around it, through a set of basic commands.
Will there be questing, like the old God Wars?
There will be pre-defined quests, but nothing like the old God Wars quest system (that would be much too boring).
What sort of equipment is there?
Apart from basic equipment, you can also hunt for magical armour and weapons, which comes from defeated monsters within the mud. The bonuses on magical equipment are randomly generated, ensuring that almost every item you find is unique within the mud, and their overall strength depends on the power of the mob they came from.
Are there artifacts?
Yes, but not like the God Wars ones. There are five categories of magical item that can be collected from monsters - Magical, Legendary, Mythical, Relics and Artifacts. Such items are randomly generated, similar to those found on games such as Diablo.
What is radiation?
Radiation controls how much magical equipment you can wear - you can either spread your radiation across a range of weaker items, or use one or two powerful ones. The radiation limit depends on your character's Age (more precisely, it is 10*your Age).
Will players be able to make their own equipment or homes?
Each character has their own personal plane of existence, which they can customise to their liking. Within the Nexus, groups of players will have the option of forming clans and building settlements. There will certainly be the option for creating equipment, although there will be some restrictions on creating powerful magical items.
About the Combat System
What sort of combat system does God Wars II have?
Similar to Glad2.0 (which was, after all, designed as the prototype combat system for God Wars II), but with considerable enhancements. The combat is non-automated, and each weapon and location has numerous different fighting techniques available.
Will people be able to spend exp to train things up?
Yes, except it's not called "exp" now, it's called "primal". This is to avoid confusing it with skill/stance/magic "exp" (which improves with use) and also to explain why (for example) you can earn primal for killing someone with a fireball, yet spend it on increasing your healing ability.
About Stats, Skills and Stances
Do stats mean anything?
Yes, unlike stats in the original God Wars, the 8 stats in God Wars II are the primary indication of your character's power.
What sort of skills are there?
There are core skills which are utilised for most activities within the game, weapon skills, magic colours and styles. For a complete overview of your skills, type 'score more' in the game. Skills of all types increase with use and increasing them can unlock additional techniques, spells and talents.
What are talents?
Talents are intrinsic characteristics, which help you customise your character. Think of them as perks or D&D feats. You can earn additional talents in different ways, such as increasing your skills and class powers or questing.
What about stances?
These still play an important role, although we're now calling them "styles". There are 5 basic styles, 10 advanced and 10 super. The super fighting styles are not customisable like those in God Wars Deluxe - they are just improved advanced styles. The styles also inherit bonuses from those below them, so you shouldn't just abandon your basic styles completely once you're able to use an advanced one.
Why do you call them "styles" instead of "stances"?
In God Wars, your character would enter a stance before engaging in combat, and leave that stance when moving to another room. In God Wars II however, we don't have rooms, and movement tends to occur frequently throughout combat. It would be a bit strange for someone to remain in a stance while circling their opponent, or somersaulting over his head, and so we've decided that it makes more sense to just call them "styles".
So there aren't really "stances" as such, any more?
Well yes, actually there are - as style-specific combat techniques. For example while leaping through the air with Crane style, you might decide to perform the technique called "Crane Spreads Wings", which would result in you dropping to the ground into a defensive crouch, much like the old stances used to be. Most styles have at least one such stance, although these stances vary depending on what sort of style it is, from the aggressive "Loping Bear" to the defensive "Cunning Fox Evades Foe".
Doesn't that mean that a "style" is really no different from a "stance"?
A style in God Wars II offers pretty much the same advantages as a stance in the original God Wars - but also a lot more. Style techniques are not limited to just stances. Each weapon also has a selection of style-specific techniques available to it, ranging from ferocious axe attacks such as "Slicing Claw of the Mantis", through defensive sword techniques such as "Coiled Viper Watches Prey", to the outright powerful "Unstoppable Charge of the Rhino". The styles are not equally distributed among the weapon types, however, so you should try to chose weapons and styles that go well together.
About the Classes
What classes do God Wars II have?
Initially we're going to stick to the traditional four: Vampire, Werewolf, Mage and Demon. Conveniently enough, these also each represent one of the four categories into which all future classes will fall - Revenants, Lyncathropes, Illuminati and Nephilim respectively.
What sort of other classes will be added in the future?
We've not yet finalised exactly which other classes will be added, but they will almost all draw some inspiration from real world mythology in one way or another.
Will the classes be like the old God Wars classes?
The classes are carefully designed to be unique and interesting, while sticking to the theme. They will have little in common with the old classes, although you may notice a few similarities between some of the old and new powers.
But will the classes be balanced?
Balancing classes in a PK mud is very difficult, but we are designing the classes from the ground up to be as evenly matched as possible. This should make our job a lot easier than it was in the original God Wars.
How much colour does/will the mud have?
That is up to the individual player to configure, although the default configuration will only utilise colour to highlight important information.