TEF is unique. The MudOS base it runs on allows for the builders to craft quests, items, etc. with a level of depth that far surpasses that possible on other bases, like Diku. This is taken advantage of.
In this MUD, one sees intricately designed quests, a lot of mobs that respond intelligently to their environment instead of just smacking you for differing levels of strength, and original ways to make objects interact (the Chemist class can mix potions from a variety of ingredients). Detail expands to things as simple as item descs - you can examine a multitude of little things in the rooms you travel through for more detail (as opposed to most MUDs I've played which limit you to the long desc and a few fixtures like fountains).
The class system itself allows for a flexibility not seen in other MUDs. TEF allows you to multiclass infinitely, letting you switch between classes you have joined (all players start out classless, and must track down guildhalls after creation) at set places. This freedom allows for hours of entertainment trying out different combinations of classes on the field. Even with the length of time the MUD has been up, people are still finding new ways to mix classes effectively.
The geography of most MUDs is either far too restrictive or far too open. Overworlds are either a simplistic network of straight roads connecting the dungeons, or vast expanses of land you can get lost too easily in. TEF hits a nice balance: Overworlds are generally limited in size, and you can easily find the towns since they are conveniently near the corner of overworlds, most of the time. Territory is kept neatly seperated by the port system and the way oceans are distributed. This makes the MUD a pleasant place to explore, since the chances of getting irrevocably lost are minimal, yet there is enough land to satisfy a wandering mind.
TEF is based on the Final Fantasy series of games, yet you would not need to be familiar with them to get to know the game. A familiarity with the games can be helpful in understanding the other players (example, the world of Aradian is generally referred to as 'FF6', after the game it is modelled on), but this can be picked up like any other MUD lingo as you play. The MUD is different enough from the games that someone who had played the games would not feature that great an advantage over someone who hadn't.
All things considered, TEF is a recommended MUD to someone bored of the same old cookie-cutter slash'n'burn games, bored of seeing the same stock spellset on every MUD, bored of the traditional grinding in which every monster is the same, and bored of shallow, poorly thought out areas. You'll find a unique experience to be had if you stick with it.
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