r/MUD 1h ago

Podcast Great interview with Raph Koster

Upvotes

Here's a new interview with Raph Koster from /noclip. He spends a good amount of time talking about MUDs, the social experience, and how they've transitioned into the modern-day MMO.

https://youtu.be/kHu709a0sp0?si=9-OCOYGZOmsLX6xK


r/MUD 2h ago

Promotion Enrym dev update: one bug report turned into a week rebuilding how every ability works

5 Upvotes

A few weeks back I posted about Enrym hitting open beta, my fantasy text RPG in the browser and over telnet. Quick update on where the last week went.

It started with a bug report. Someone in the beta hit bug in game and flagged a spell misbehaving. I figured I'd patch the one spell and move on, but the problem wasn't that spell. It was the plumbing under all of them. Every ability had grown up as its own special case, which is why the bug could sneak in and why adding anything new was slow and fragile.

So I spent the week rebuilding that foundation. Now every action, a sword swing, a healing prayer, a spell going off, runs through one clean shared pipeline instead of a pile of one-offs. For anyone playing: abilities behave more consistently, new ones can come faster and do more interesting things, and it's a base the whole game builds on from here.

I could've patched the one spell and nobody would've noticed. But getting it right is the part I love most, and none of it happens without one player taking a minute to hit bug. That's what beta is for.

It's live and free, nothing to install:

Browser: enrym.com/play

Telnet: play.enrym.com port 4001, TLS on (Mudlet tested)

Curious what folks here think: when an ability "feels good" in a MUD, what's actually doing the work? The numbers, the timing, the way it reads in the log? I'd love to hear it.

Forge your hero.


r/MUD 11h ago

Review New to muds, experience and asking for recomendations

7 Upvotes

Hello, i have been in mudlet for a few weeks and i have tried some diferent mudlets, a lot of them seem to have 20 or more years and sadly a lot of them in their constant change seem to have lost systems they once had like crafting.

Some mudlets had a bigger number of people but had no crafting, some had an amazing system but were very dead, and some where a mix, the mudlist online on activity is very old and closed so i cant see the current ones in it, i want to ask for recomendations that answer some of the following clasifications in their info:
Crafting:
A lot of servers have 0 crafting and seem to depend on dropping loot from bosses, the options are:

No crafting

Some crafting for non esential stuff

You can craft armor and weapons but never as powerfull as the dropped by bosses

The bosses drop materials instead of armor or weapons and you can craft with them.

Player count:

Dead

1-5 players online

7-11 players online

more than 16

more than 50

Magic systems:

No magic

Some classes have magic

Everyone can kind of have magic

Does it have summoning in any way?

Roleplay enforcement:

No need

Very voluntary roleplay: you can but other people dont need to stop their things around

Voluntary: you can and people are supposed to not speak ooc around when it happens

A bit less voluntary: you are supposed to but can speak about ooc stuff

Enforced: all in game is ic and you are not supposed to talk about any ooc stuff

Enforced even in discord: you cant ask questions about the map, cities, nor any ic knowledge even in the discord.

Pvp and death:

Is pk normal? Do you loose your character when you die?

Do you loose most your stuff and skills when you die?

Use of Discord, is the discord alive and in use?

Map and movement:

Small map

Huge map with auto movement

Huge map with no automovement

In the mapping i feel like some are very big and have automovement but when starting you have no idea what is happening or why you are moving 50 rooms in a direction and cant remember the way back.

Some special mentions:

Achaea and Luscernia seem to be made by the same team but have dif number of players, one 60 and another 8-11, their map system is huge with instant movement between rooms and automovement but it is a bit too spread so its hard for a new player to remember it, could use an open map or something, they have a decent ic ooc separation and you can ask questions, you can also have multiple characters and they both have dif class systems, Achaea has one thing i think could do without, as most classes and skills are very pvp focused to the level you cant use most skills in denizens(npcs) for example to my knowledge you can have some classes that summon stuff and you can use said summons to attack other players but you cant use them to attack npcs, so there is no way for a summoner to start and lvl up with summons, they could just make the homunculus from the alchemist or the summons from the magi be able to attack npcs. Achaea does have an increible helpfile system where it even helps with explaining of skills and most stuff you can think of.

Wheel of time servers, some had crafting in the past and deleted them, some never had, cant find one with it, and just doing potions doesnt count, sadly most seem to be pretty low in number of players and based around clan systems where you need to progress in the clan to unlock skills, and sad ranking up seems to need years irl, and with that low number of players and all i have seen being 100% roleplay enforced you just cant expect to see a lot of people.

Petria: great system, alive, good map you can install and its open directly, no rp sadly, i dont think it has crafting, the class system is awesome and in expansion, the server is in spanish and their discord is basically never used, they use whatsapp and for a new player joining giving the phone that fast is a bit emm.

Accursed Lands: this one needs a whole section for itself and i think any other mud could probably take some systems from here to their own, sadly it also has problem on the system, basically accused lands is rp enforced even to the discord, you cant ask about ic questions like map, or how to get some skill, they have a magic system but its extremely hidden and negative to the people around alive when you use it, so based on rp you will prob get hunted if you use it, they have a random stats when you create a character, and it has some questions randomly from a list that could influence it somehow, also a race system, and if you roll bad stats well you will need to wait 30 minutes to remake your char and hope for luck, for a server where you can only make one character i think that is a bit hard, you should be able to choose your stats a bit more, or atleast 2 of them, but the questions are very random and hard to know what each does, so you can end up rolling for days before playing the game, now some may tell you to just go and play, but thats very very wrong as if you just do that when you notice your stats are f and you can only increase them with skills that much you will need to make a new character, they have a bit weird pvp system, like it is supposedly only in rp unless the person rp is being a murder crazy, but usually doesnt happen, but you can die, now if you die normally you have a personal piece of clothing you start with that can let you revive if some time passes and you still have it on, the problem is if another player kills you and takes said item then you die and loose the char forever, and you could have spend years in it. The server has around 6 to 11 people on, one of them being a developer, but the problem is that no one usually used the chat ooc chat and that you cant ask to meet people to make a group as that would be non ic, the main problem i see is that meeting people is so random you can try and never do, and coordinating to do something together is ever harder, there is a lfg chat but idk people dont seem to aswer.THEIR MAIN GOOD POINTS that could make all that worth it if they had a bit more people, they dont have levels, only stats and skills you train and learn more but doing them, their crafting system is so wide and well made that i nearly had a mind orgasm when i saw it after seeing so many people do no crafting, like really, please any developer thinking of a crafting system should have to play this for a few days, its so good that all the rest and be ignored, i cant point out how good it is with words, go look at it, they also have one thing i have only seen there for now, you cant instantly move rooms, and thats great, it makes the world feel better and less overwhelming, you have stamina and can select a speed to move that consumes stamina faster, you take time to travel based on the room, the speed and some skills, they dont have classes but your skills can have dif power based on race, stats and related things, so some races anyone could be a mage if they only could find out how, something incredibly hard.

Try their crafting system and you will miss it in any other server you try.

I tried some more for a tiny bit but im still trying and looking for one, hard to find as a lot you need their info you join and as i said the old list of most active muds doesnt exist, do you have any you recommend?

Edit, i just found https://www.mudconnect.com/cgi-bin/search.cgi?mode=mobile_biglist


r/MUD 18h ago

Promotion Supernatural Themed Mud looking for playtesters

3 Upvotes

looking for playtesters for Mortals and Monsters

classic telnet mud i’ve been building. modern world, supernatural bones (TV show) — hunters, vampires, angels/demons in vessels, heaven/hell/purgatory under a normal town.

what’s in it:

  • origins (human, monster, celestial, mutant, cosmic, etc.) with paths/disciplines and a real tier grind
  • combat that does the math then writes a fight scene, plus train/spar/gravity rooms
  • town that doesn’t freeze when you leave! npcs work, eat, hunt, get jumped in the sewers
  • shops, jobs, wilderness, planes, death/spirit loop, the usual mud kit

big thing i want eyes on: Echoes. when you log off your body stays in the world. The Cadence system runs it; needs, jobs, walking around town, default gym training (or set a regimen). you can leave sparaccept on so people can spar your idle body (non-lethal). reconnect and you’re back in the same body. so the world keeps moving even if you’re at work.

still alpha-ish / live-feel stage. free, just need a telnet client. mostly want “this felt empty / this slapped / this broke” notes.

162.243.50.82 4000

https://discord.gg/6FnK7M8Qm


r/MUD 19h ago

Promotion Moral Decay July update — classic LPMud with new GMCP/Mudlet support

12 Upvotes

Hello r/MUD,

I posted here a little while ago about Moral Decay, a fantasy LPMud that has been around since 1992. Thank you to everyone who stopped by, asked questions, or gave the game a look after that post. It was great to see some new and returning names checking things out.

Since then, quite a bit has happened.

The game has now moved to the FluffOS driver, and we have added GMCP support. This will help us improve modern-client support while keeping the classic telnet/MUD experience intact.

We also released a v1 Mudlet package for Moral Decay! It includes automapping, separate chat tracking, graphical monitoring of character vitals, and other GMCP-based quality-of-life improvements. Based on initial testing, Mudforge 2.0 also handles a fair amount of our GMCP data out-of-the-box, but there are some custom fields (due to the limb-based combat system) that may require more work to configure. Ultimately, any MUD client that supports GMCP should benefit.

We have also been updating the wiki and improving help for new players. This is still a work in progress, but the wiki is already a better starting point than it was before:

Wiki: https://playdecay.com/wiki
Features overview: https://playdecay.com/wiki#player/General/Features

For those unfamiliar with the game, Moral Decay is a fantasy LPMud with a mature game world, complex limb-based combat, nine classes, fourteen subclasses, quests and sub-quests, a player-driven economy (with multiple guild types), solo and party play, and restricted/uncommon PK.

The game is completely free to play, with no pay-to-play or pay-to-win features.

Connection info:

Website: https://www.playdecay.com/
Play in browser: https://www.playdecay.com/play/play.html
Telnet: playdecay.com 3003

Whether you played years ago, stopped by after the previous post, enjoy old-school MUDs, or are just looking for a fantasy MUD with active caretakers again, we would be happy to see you.

If you have any questions, feel free to ask here as well.


r/MUD 20h ago

MUD Clients Android MUD Clients

16 Upvotes

Is everyone aware of mudforge? Mudforge.org is a completely free in-browser mud client with all the bells and whistles, and it works on Android and iOS and pretty much any OS. It has features that I as a novice mudder am not aware of. I've seen that list of stuff in the play store it gets the job done but you can literally contact the creator and he is very responsive. Thanks Asmodeus for making this power app.


r/MUD 1d ago

Promotion Unofficial Squaresoft MUD updates: Mognet mail deliveries and other new content!

16 Upvotes

I thought I'd make a post to share some of the latest updates to the Unofficial Squaresoft MUD (uossmud.sandwich.net, port 9000) over the last two months. We added a new pair of high level superbosses, a new chocobo hot & cold digging area on the moon, and a new piece of side content called Mognet that centers around delivering letters to NPCs, among other changes.

  • A new mission, Mognet, starts at the FF6 portal in the center town for players level 8 and up. This mission is an introduction to the new Mognet system, in which players can obtain mailbags with letters to NPCs by fighting overland monsters, and then deliver those letters for rewards. Mognet can be started as early as level 8 but spans all level ranges, with the final mailbag being obtained from level 120+ monsters on Jidoor Overland. Completing a mailbag earns XP, gold, and unique or unusual rewards.
  • War Machines is a new level 125 mission that unlocks a pair of high level magitek superbosses, the Magitek Rearguard and the Magitek Hexadrone. These bosses are located in the Imperial Camp near Doma Castle in FF6, and the mission starts in Vector. The bosses have three unique rewards that they can randomly drop when killed, and killing them both for the first time during the mission also unlocks a new feature, the Magicite Link Pod.
  • Some of the rewards from the Lunar Trials on the moon include several pieces of equippable magicite, accessories which boost the power of certain low level elemental summon spells, to give high level callers more elemental summoning options. We determined that players were not using these and found them to just be worse than using magic attack accessories to boost Bahamut. To solve this, the new Magicite Link Pod that can be unlocked from the War Machines mission lets you pick one piece of equippable magicite to infuse into yourself, gaining its power without needing to equip it. It also lets you use that magicite's summon spell in the magitek knight job, not just the caller job.
  • Players who enjoy the Chocobo Hot & Cold minigame will appreciate the new chocobo digging location they can unlock on the FF4 moon. If you're level 60 or higher, head to the chocobo ranch in FF7 to start the mission to unlock it. The low gravity on the moon causes most chocobos to use double stamina there, but the rewards are somewhere between the volcano and tundra, and include some new items such as Secret Eggs. With a Secret Egg equipped, you'll be able to earn fur points and poach monsters without needing to set the Secret Hunt inherent for the duration that the egg timer lasts.
  • A new chocobo trait, Chubby, was added to chocobo breeding. Chocobos that are born with the chubby trait will find more greens while digging in chocobo hot & cold, and also have an advantage when digging on the moon due to their increased weight that cancels out the moon's low gravity effect.
  • The final samurai ability has been replaced. We determined that Arm of Darkness in Samurai was not achieving the purpose it was intended to. As such, it has been removed from Samurai as the job level 23 capstone. In its place, we have added a new passive that adds a feature many players have been asking for. Meikyo Shisui is a passive that causes the Crest abilities to also use a weakened version of the Spirit Blade ability when applying the crest.
  • Balthier is the asterisk bearer for the relatively new Sky Pirate job that was just added to the game a few months ago. You can fight him, like any other asterisk bearer, by bringing a rat tail to the Bahamut fortune telling machine in the Gold Saucer, to earn 20000 Sky Pirate AP. He's designed for a level 80 player, like the other asterisk bearers.
  • When looking through your item storage, we added a flag to filter by item type, so you can show only greatswords or only bracelets.
  • The default HP bar for new characters was changed for the first time in 29 years. It now includes a new token, which can also be added to your custom HP bars. The new HP bar token dynamically detects your main and secondary jobs, and shows any job-specific resources for those jobs, so you don't have to create 5 different custom HP bars you switch between based on your job loadout any more.

In addition to the above we are always making minor updates. If you're an old player and the changes sound interesting enough to make you return, or if you're a new player and the idea of a combat-oriented MUD based on Squaresoft games sounds appealing, check us out at http://uossmud.sandwich.net or log on with your favorite MUD client at uossmud.sandwich.net port 9000.


r/MUD 1d ago

Which MUD? I want to get into the niche but don't know how to start

19 Upvotes

Hello!

I never really knew MUD's were a thing until recently, but I really like games with a lot of text and lore that I can read and experience a new world that someone put their passion into creating, so I thought I might give it a go.

I'm currently in university so I don't really have time to play the big games with lots of stories and cutscenes and quests, so I figured that maybe a text based game would be easier for my free-time.

I'm not really a multiplayer guy, I prefer to just do my thing and have fun most of the time, so I don't know how that actually vibes with the MUD scenario since I imagine that there's guilds and stuff.

The problem is that I don't relaly know with what game to start, I know that I should go with the first thing that gets my interest since otherwise I will be stuck like this forever, but I'm afraid of investing my time on something that might not be that good or just dead.

Could you all help me with some recommendations? Maybe talking a bit about the world and it's features?

EDIT: Well, I feel a bit dumb about posting this and not saying what I like, lmao.

I'm using Windows and have mudlet installed (Simply because it was the first i saw). I really enjoy fantasy and high fantasy, I don't know if there's story quests on MUD's if there are I would like to do them, but I think I'll try to specialize on a profession since it gives me a goal and objectives (grind materials to make things).


r/MUD 2d ago

Promotion (EN/DE) Cairnholm MUD needs playtesters! Cairnholm MUD sucht Spieltester!

13 Upvotes

Cairnholm is opening its gates for a first public alpha.

It is a new text MUD set in a fictional northern British city in 1886: closes and wynds under gaslight, kirk bells, political factions, séances, and two rival newspapers that print what actually happened in the game each night. Beneath it all is a tarot cosmology that runs deeper than anyone in the city understands.

One thing we are particularly proud of: Cairnholm is fully playable in both English and German. Rooms, quests, newspapers, tarot readings, commands, and help files all have English and German versions. As far as we can tell, no MUD has ever offered its complete content in both languages. We would genuinely love to hear about it if we have missed one.

What's in the alpha:

A Gothic mystery city to explore, from the crowded, quarrelsome Old Town to the genteel New Town, each written in its own voice

The Black Cabinet, a collectible card game played against the city's NPCs and other players. Buy packs at the Hanged Crown or the tobacconist, then win signature cards from the regulars

Tarot readings that remember what you have done and read it back to you. The fortune-teller keeps receipts

A daily Curio auction, two reactive newspapers, graffiti, séances, and other systems woven into the life of the city

Combat built around the four suits of the Minor Arcana, along with faction politics and a main story that runs from the gutter to the courtroom and beyond

The Underclose, an expedition into the shifting under-city beneath Cairnholm. Somewhere at its bottom, a Pearl waits for whoever can carry it out. The deep is still young and quiet, but it will grow stranger beneath your feet as the alpha continues

A condensed selection of quest chains, enough to explore the story and try each of the major systems

What we would love from you is simple: wander around, poke things, play cards, get arrested, and tell us what confused you, what bored you, and what made you want more.

You can report problems in-game with the bugreport command, or simply comment here.

Questline note: The story available during this alpha has been deliberately condensed, with some intervening quests omitted. You may therefore encounter minor continuity oddities or references to events you have not yet seen. Please still report anything that blocks progress or leaves you unsure what to do next.

Newly generated or overlooked text may also occasionally appear in English while playing in German. Those reports are especially useful.

Between sessions, the city publishes a daily murder case and weekly puzzles at cairnholm.co.uk. It is the same city, with no login required.

Play in your browser: https://mud.cairnholm.co.uk

Nothing to download. You can also connect with any MUD client, including the free Mudlet client:

Host: mud.cairnholm.co.uk

Port: 1886

Live server status appears on the same page. Cairnholm is free to play, and no account is required beyond creating a character.

-----

Wir suchen auch deutschsprachige Spieltester!

Cairnholm öffnet seine Tore für eine erste öffentliche Alpha.

Cairnholm ist ein neues Text-MUD in einer fiktiven nordbritischen Stadt des Jahres 1886: enge Gassen und Durchgänge im Gaslicht, Kirchenglocken, politische Fraktionen, Séancen und zwei rivalisierende Zeitungen, die jede Nacht drucken, was im Spiel tatsächlich geschehen ist. Unter all dem liegt eine Tarot-Kosmologie, die tiefer reicht, als irgendjemand in der Stadt begreift.

Auf eines sind wir besonders stolz: Cairnholm ist vollständig auf Englisch und Deutsch spielbar. Räume, Quests, Zeitungen, Tarotdeutungen, Befehle und Hilfetexte liegen in beiden Sprachen vor. Soweit wir feststellen konnten, hat noch kein anderes MUD seinen gesamten Inhalt auf Englisch und Deutsch angeboten. Falls wir eines übersehen haben, würden wir wirklich gern davon hören.

Was die Alpha bereits bietet:

Eine gotische Stadt voller Geheimnisse, von der dicht gedrängten und streitbaren Altstadt bis zur vornehmen Neustadt, jeweils mit einer eigenen sprachlichen Stimme

Das Schwarze Kabinett, ein Sammelkartenspiel gegen die NPCs der Stadt und andere Spieler. Kartenpackungen gibt es im Hanged Crown oder beim Tabakhändler; besondere Karten könnt ihr den Stammgästen abgewinnen

Tarotdeutungen, die sich an eure Taten erinnern und sie euch später vorhalten. Die Wahrsagerin führt genau Buch

Eine tägliche Auktion von Kuriosa, zwei Zeitungen, die auf das Spielgeschehen reagieren, Graffiti, Séancen und weitere Systeme, die in das Leben der Stadt eingebunden sind

Kämpfe mit Fertigkeiten aus den vier Farben der Kleinen Arkana, Fraktionspolitik und eine Hauptgeschichte, die von der Gosse bis in den Gerichtssaal und noch weiter führt

Die Unterklause, eine Expedition in die wandelbare Unterstadt unter Cairnholm. In ihrer Tiefe wartet eine Perle auf denjenigen, der sie hinaustragen kann. Noch ist die Tiefe jung und still, doch im Laufe der Alpha wird sie unter euren Füßen immer seltsamer werden

Eine gekürzte Auswahl an Questreihen, die genug von der Geschichte und den wichtigsten Systemen zeigt

Was wir uns von euch wünschen, ist ganz einfach: Streift durch die Stadt, untersucht alles, spielt Karten, lasst euch verhaften und sagt uns, was euch verwirrt hat, was euch gelangweilt hat und wovon ihr gern mehr sehen würdet.

Fehler könnt ihr im Spiel mit fehler oder bugreport melden. Ihr könnt natürlich auch einfach hier kommentieren.

Hinweis zur Questreihe: Die in dieser Alpha verfügbare Handlung wurde bewusst gekürzt; einige dazwischenliegende Quests wurden vorerst ausgelassen. Dadurch kann es gelegentlich zu kleineren Kontinuitätsfehlern oder Verweisen auf Ereignisse kommen, die ihr noch nicht erlebt habt. Bitte meldet trotzdem alles, was den Fortschritt blockiert oder unklar lässt, was als Nächstes zu tun ist.

Neu erzeugte oder übersehene Texte können beim Spielen auf Deutsch gelegentlich noch auf Englisch erscheinen. Gerade solche Hinweise helfen uns sehr.

Für die Zeit zwischen zwei Spielsitzungen veröffentlicht die Stadt auf cairnholm.co.uk täglich einen Mordfall und jede Woche neue Rätsel. Es ist dieselbe Stadt, ganz ohne Anmeldung.

Direkt im Browser spielen: https://mud.cairnholm.co.uk

Es ist kein Download erforderlich. Ihr könnt euch auch mit einem beliebigen MUD-Client verbinden, zum Beispiel mit dem kostenlosen Mudlet:

Host: mud.cairnholm.co.uk

Port: 1886

Der aktuelle Serverstatus steht auf derselben Seite. Cairnholm ist kostenlos; außer der Erstellung einer Spielfigur ist kein Konto nötig.


r/MUD 2d ago

Help Anyone played Dead of Night MUD? Need help leveling

8 Upvotes

I came back after playing years ago and theres no one around.

Anyway, i think it is a CircleMUD since it has Midgaar.

I cant find a trainer who will train me to level 11. LoL.

The game starts you in Pangaea, and ive been to 3 other towns but cant find a trainer for lvl 11-20.


r/MUD 2d ago

Discussion How DoorMUD got me into MUDs

6 Upvotes

Hello there!

I got into DoorMUD in 13 June 2026 through Furmenservices, and a bit later, 15 June, I started playing it on another BBS called The Realm of Serion. That’s where my main experience with the game really began.

One thing I remember clearly is the ASCII map... it looked cool, but you couldn't actually see your position on it, which made exploring a bit confusing but also kind of interesting.

The leveling system was also unique. You had a daily limit of 100 monsters for full rewards, and after that, the next day you only get 35. You could still keep playing beyond that, but without experience or loot. At first it felt restrictive, but it didn't actually stop you from playing, just from progressing.

That limit is actually what pushed me to explore other MUDs. I ended up finding Alter Aeon, and then on July 10 I joined Dark Wizardry... which I ended up enjoying a lot more than I expected.

Still, DoorMUD was a really interesting starting point for me, and I'm glad I found this awesome genre of video games.

I am curious if anyone else here played DoorMUD as well, and what's your favorite things about it?


r/MUD 2d ago

Promotion Elyisum: A classless, Light roleplaying Medieval Mud

13 Upvotes

I would like to welcome you the realm of Elyisum

From the magical forests of Tylorus where the great oak has thrived in the center of the tree built city, and elf's forage and hunt Forest apes for food from the spooling forest. To the dune-covered and sunbaked deserts of Aronsol, where bird-like sorcerers and magi cast mighty spells from the windblown white towers of the city.

Crossing the Desert to the Barren and dead realm of Szagan where bones of the Centaur still lay in the streets ravaged from the demonic invasions hundreds of years ago and nothing moves or grows.

Crossing the Vast oceans where sea monsters lurk trying to catch the unwary captains of questionable sea-going vessels the rocky trading hub of Olbaron homes of the Cyclops sits along the grass-dune cross and plains to the far north of the realm where the old and broken fortress city of Thul'mar sits the faded gory of the old great Hakarren Empire still found in its building and the race of the Specters sit living in the streets, forever trying to measure up to the ghosts of there past.

Elyisum has eight player run cities home to the different races and many small villages, dungeons, land marks and outposts

spread over three continents with many small islands which can be explored via sailing or with magical means.

The 16 guilds are a distinct organization's that provide direct access to specific skills. A large majority of them are auto-inguilding and most newbies will be able to join the guild of their choice right out of the gate. ( can take between 1 to 5 days to be up ranked once in the guild, which allows you to learn more skills)

There are numerous skills in the game (roughly 30 that count towards your 6 skills and roughly 15 common available to everyone) which you can mix and match as you wish. there are no restrictions on your set of 6 skills that you can learn. Each guild has 3 skills. You do not lose skills when you leave a guild (unless you purposely forget them). You can also learn skills out of guild (at +50% the lesson cost). Lessons are how you learn skills. You receive one lesson every 2.5 hours (although this can be sped up multiple ways) when you are connected to the game. If you choose to study offline, you get one lesson every 6.66 hours while you are not connected. This may seem like a long time between lessons at first, but believe me, they come a lot faster than they seem.

The game is a classless, unlike traditional AD&D. You build your RP around the guilds and order you join, and of course in-game character orientation. There is a huge amount of crafting for people who love to craft, magical and physical skills for daily life and PVP focused skills for the killers among us (although you may need a bit of practice before your ready to leap into this). There are 9 cities with positions available for those interested in ruling, building and expanding their civilizations.

Thank you for taking the time to read my Post

You can connect at http://elysium-rpg.com port 7777

There is a player run discord site https://discord.gg/DsmsBvJSH

As always I am very happy to answer any questions on here or free feel to PM me


r/MUD 4d ago

Help Trying to return to Avalon the Legend Lives

4 Upvotes

Hello,

I used to play Avalon years ago. Started on the first age, but then took Genesis's offer to transfer to Legends. I also purchased a lifetime account. Thought I would log back in and see if it's changed, but I can't remember my password and cannot find an option to reset it or contact the moderators. Can someone help me with that.


r/MUD 4d ago

MUD Clients BlowTorch 2.0 - revamped Android client

21 Upvotes

Hi everyone

With slight hesitation I'd like to present to you BlowTorch 2.0, which is fully functional, revamped Android MUD client. The client is based on the original Blowtorch (Huge thanks to the original author, Daniel), but went through massive rework and many new functionalities were added. After using the original BlowTorch for ~10 years I just wanted some extra options. In short:

- uI revamp but with the same nostalgic style

- timers are now persistent and stay there after closing the app

- stable connection to your mud, no random crashes or settings wiping

- new button functions: swipe in 4 directions, hold, accordion (buttons expand another buttons, which can hide after use)

- search function (search for text in the actual game text on the go)

- saving sessions (logs) to txt file on the go

- additional "Edit" toolbar for keyboard: select all, copy, cut, paste, and arrows for moving your keyboard cursor back and forth

- working notifications from triggers (with sound too)

- option to wrap/unwrap input bar

- wildcards can now change aliases content through triggers, which I find pretty cool

Disclaimer: all of this was done with LLM and me. Love it, or hate it. I've spend long time with it so it can't be called "one prompt app", but bugs are probably lurking somewhere there. I can't test the app thoroughly by myself unfortunately. The client is functional and was tested on: SGS22+, Pixel9a, Galaxy Tab 8. Do not hesitate to let me know about bugs if you find any - use crash report and send the report here/on github Issue. I plan to stick to the app and fix/implement new things. If you have any idea what could be implemented next, I'd love to hear it.

You can get the app from:

https://github.com/Taracair/BlowTorch2/releases

Soon I'll deploy it on F-droid and then probably Play store as well.

Looking forward to get a feedback from you guys. Not gonna lie it's my first public repo and it's rather stressful. Hope the app works for you as good as it works for me.

Happy MUDding!


r/MUD 5d ago

Discussion [SEARCHING] DragonsFire MUD Members

8 Upvotes

Hello,

Walking down memory lane and wondering if I could find anyone else who played DragonsFire MUD (a Dragon Riders of Pern MUD) back in the 90s.


r/MUD 5d ago

Promotion Dark Hope MUD Is Back Online!

16 Upvotes

After almost 20 years of being offline, Dark Hope MUD is back! After finding this sub and seeing how many players still are passionate about MUDs, I thought it might be good to open Dark Hope back up to all players. I've been steadily working on it even though it was not open to the public because it was always my baby. DHM is an old Envy codebase that's been completely reworked into something original (of the original 35K lines of code, less than 10K of that is left, plus an additional 40K lines of custom code added on top of that). It's mainly Hack-n-Slash but I've been adding more LBD (learn by doing) features, especially the new specialization for high level players. It's only me right now running it because it's been offline for so longs. However, the code has been updated to work on modern hardware and is stable. Here are some of the features Dark Hope has to offer:

RP casual - Do or don't. However you like to play best. Rule #1 is always to have fun.

300 mortal levels.

Dual-class at level 100 (choose another class to learn skills/spells in without losing what you already have).

Specialization trees for players above level 200, regardless of class.

10 playable classes that were mostly custom coded for Dark Hope MUD.

10 playable races, from the staples of Elves and Dwarves to Minotaurs and Faeries. Race choice matters but no class is barred from any race.

Special pets called mascots that are saveable and come with their own set of commands, can gain levels, can learn skills based on your primary class, have their own equipment, and are unique to each player. These are special mobs that grow with you. Available via a quest at level 50.

Very large world of over 100 areas spread out over 3 main regions. You'll never run out of new places to explore.

If questing is your thing, there are tons of available quests for players of all levels.

Special items called "artifacts" that have their own ego, will, and alignment. These can be imbued with powers but be warned, you don't equip an artifact as much as negotiate with using it. And the stronger ones will easily dominate lower players and or weak-willed characters. But sometimes the power is worth it.

Combat that allows you to break bones or bust out combos.

And so much more!

You can find out more by visiting darkhopemud.com Where you will also find a built-in mud client that has aliases, triggers, and speedwalking commands built-in. Or you can connect using your own preferred client. Check


r/MUD 6d ago

Which MUD? Looking for a simpler slow leveling MUD that has automapping and smooth area progression

28 Upvotes

Ive tried alot of MUDs lately. Leveling and acquiring new skills is too fast. After playing my last MuD for a day, i already reached lvl 60 and have like 40 spells as a Cleric, and it takes only 2 practices to become adept at a spell/skill. I only end up using about 6 spells - 4 buffs, Heal and Harm. Many spells but many are useless and just fluff.

Back in the 90s, the few MUDs i played, it took a long time to just reach lvl 10 or get adept at a single skill/spell, but it felt more rewarding.

Also, It would be nice if knowing where to go wasnt a mystery. I want it to feel like a real video game where progression and going to new areas feels organic and Balanced.

If the MUD is designed well, its possible to do that.

By the way, im using Mudforge. Im new and not too techy or knowledgable on the new technology. I just read the new automapping technology was only invented like 2000 something and im finding it really nice!

I also like the MUDs that have Maps together with the room descriptions.


r/MUD 7d ago

Discussion Anyone used the python quickmud port?

4 Upvotes

I'm not the author, talking about this repo: https://github.com/Nostoi/rom24-quickmud-python

It seemed really great at first, and it has an absolutely insane test suite around achieving perfect parity with the C version, but I'm running into kind of obvious bugs just trying to level my way out of Midgaard.

Has anybody used this? Is it worth debugging and polishing a little on my own, or is this a mess?


r/MUD 7d ago

MUD Clients Accessibility of MUSHclient?

5 Upvotes

Hello fellow MUDders,

As a few of you might know, I'm a blind screen reader user whose been mudding since probably around the mid nineties. Damn that confession makes me feel old, but whatever. Anyway, for the last ten or fifteen years, I've been using VIPMUD happily, but recently I discovered something in my home MUD that VIP was screwing up for reasons I can't quite fathom, so I thought maybe it was time to move to something different. I understand VIP also gets a lot of hate in the community, so I wondered if those more knowledgeable than yours truly could help me with a few questions.

I have a bit of experience using MUSHclient from way, way back when. I've also used it several times with MUDs which have designated MUSH soundpacks, such as Erion and Empiremud. My current home MUD does not have such a soundpack, however, and I was wondering if someone could explain to me how to make MUSH accessible without a designated soundpack. I know there are plugins to install, but what I don't know is what needs to be installed and how to go about installing them, since as I said, the times I've used MUSH in the past the soundpack was already ready to rock and roll and required nothing on my end. The other question I had was whether or not it was possible within MUSH to silence speech if I had more than one character connected to the same place. My home mud allows this, and I do it quite often when I want to group up a few of my own characters and go adventuring. However, I really, really don't want my screen reader reading everything twice because of the multiple connections. VIP allows me to just shut speech off in those additional windows. Is this also possible in MUSH? Thanks a ton for any help y'all can offer. Please remember that I am not the most tech savvy person on the planet, so if you can answer these questions in easy to understand terms that would help tremendously.


r/MUD 7d ago

Promotion Mercator MUD

7 Upvotes

68.183.122.18 6667

Hello!

Reboot of an old MUD.

Highly custom CircleMUD with extensive (mostly) original world.

Extensive remort options

Clans/clanwars

Restricted PK

Original Ocean mechanic

If you want to reminisce the good old MUD days, this is the place for you.

Hope you’ll check us out!

68.183.122.18 6667


r/MUD 9d ago

Promotion Dark Wizardry | Fan made Trailer

8 Upvotes

Hi all. I made fan made trailer of the Multi-User Dungeon game called Dark Wizardry and I wanted to share with all of you.

https://www.youtube.com/watch?v=JwG1Wqvablg


r/MUD 9d ago

Promotion MudMonster: MUD Client for iOS and Android

26 Upvotes

Hello everyone! I’ve been an avid MUD player for about 28 years now and decided to create my own MUD app for mobile devices given the gap there was about a year ago. Since starting development there have been a few others that were released to the App Store which are relatively good but still lacking in my opinion, especially on the design side and some functional things I’ve always wanted when gaming myself. Plus the community aspect isn’t there which is one thing that has kept me coming back to MUDs after life transitions fizzled down so I’m aiming to fill that void.

All that to say that MudMonster https://apps.apple.com/us/app/mudmonster-mud-client/id6762086513 is now available on the Apple App Store with Google Play version following suit soon (pending approval). Please check out if you feel up for trying something new. I’m open to feedback on the app itself so don’t be shy - iron sharpens iron after all!

Some features:

  1. Character Profiles: create a Profile for each one of your characters, assigning an avatar (AI generated coming soon) and scoping Reflexes aka Triggers, Aliases, Pulses aka Timers and Variables to a Character level (or globally if you want).
  2. Cloud Sync - lets you switch devices seamlessly. In the roadmap for Q3 is the release of the Web Client which will tie in to the usability of it.
  3. Advanced Trigger Scripting can be done via JavaScript syntax and built in functions (and your variables) like isTriggerEnabled, setVar, enableTrigger, etc. Theres a lot more so I’ll let you explore. None technical users don’t be scared either, I have built in tutorials for you and regex helpers, etc.
  4. GMCP / MSSP support, MXP is pending release. With proper support from the MUD, it’ll unlock visual interfaces like Vitals Bar, minimap, Communication / Affects panel.
  5. In-App voting and reviews for MUDs.
  6. Accessibility support. I really didn’t know much about this until I met a blind person in game on Abandoned Realms and it really shifted my perspective on how MUDs are played. This is a refining process in the app so any feedback from users using VoiceOver and Voice Control would be appreciated. I do have more enhancements rolling out next version.
  7. Advanced Theming options / customization + dark and light mode support.
  8. Lots more.

Naturally ANSI and Text encoding is supported.

Anyhow, I look forward to hearing everyone’s feedback (please use In-App feedback form) and continuing to advance the app more and more as I work through my roadmap. You can also check us out at https://mudmonster.site Happy MUDing!


r/MUD 9d ago

Remember When Nannymud

15 Upvotes

So 30 years ago I used to play NannyMud and i was tormented by this guy name Michel in the vamps guild. killed so many of my high level character. Did anyone every find out who this guy is?? Good times.


r/MUD 10d ago

Promotion Good things come in threes: Smudgy, a Rust-based GUI MUD client for Windows, Mac, and Linux with TypeScript scripting, enters beta

25 Upvotes

It looks like there are a couple of other very cool clients also publicly launching today/yesterday, and I thought I would throw my hat in the ring as well.

I started building Smudgy a few years ago as an experiment with a question: could a MUD client's scripts tie directly into the JS ecosystem, and could that be a fun and easy to build with? I was writing packages to assist in raid-type fights and item tracking that talked to redis and postgres, and I wasn't satisfied with the ecosystem support among the popular Lua 5.1-based clients. Sharing complicated packages that relied on native Lua extensions, and getting those working cross-platform was frustrating and a script package I wanted to build to use with some friends died on the vine. I've found the ergonomics of Type/JavaScript to be wonderful in this setting, myself.

Separately, I have a broad vision that scripts and packages in a client could be composable, easier to trust, and easier to share. Packages you install from others in Smudgy are sandboxed. Without your permission they can't touch the disk, hit the network, or even echo text or create a trigger. There's an internal state/events system that lets a package expose GMCP-like state, a public package registry (one-click publish), and a way for packages to import state or code from other packages (import { ...} from 'smudgy://author/packagename';)

It's been my daily client for a year or two, but only a couple of other people have ever taken a look at it. I'd love for folks to try it and tell me what they think of some of these ideas.

Downloads and docs: https://www.smudgy.org; free and open source (GPL-3).


r/MUD 10d ago

Promotion Savitar 2 is in public beta — a Mac MUD client I've been working on since the 90s

30 Upvotes

Heynow, mudders!

I'm Jay. In the late 90s I shipped Savitar, a Macintosh client for MUDs, MUSHes, MOOs, and the rest of that wonderful text-world ecosystem. It started as shareware, turned into a labor of love, and introduced me to people and places I never would have found otherwise. If you were around then, you know how real those worlds could feel -- all built out of words, triggers, late nights, and communities that somehow stuck with you.

Then the Mac moved on. Classic gave way to OS X. Carbon gave way to… well, not Carbon. 32-bit apps stopped running on Catalina, and Savitar 1 finally hit the end of the road.

For years I wanted to bring it back. The hard part wasn't "make a telnet window" -- it was everything Savitar had accumulated: world documents, triggers, macros, variables, command recall, ANSI, speech, logging, preferences, connection handling, and a hundred small decisions that only matter if you've actually lived in a client for decades. That's a lot of nights-and-weekends work for one person.

I'm happy and excited to say Savitar 2 is now in public beta. It's a full rewrite for modern macOS (10.12+, including Apple Silicon), free and open source. The goal for 2.0 is parity with Savitar 1.6.3 -- your old worlds, triggers, and macros should come with you. If you're brand new to MUDs and just want a Mac-native way in, there's in-app help and a World Picker to get you connected. You can read the online version of the app help here: https://github.com/jkoutavas/Savitar2/blob/master/docs/USER_GUIDE.md

This is a beta. Things may still be rough. I want real play and honest feedback -- especially from anyone who remembers Savitar 1 and can tell me "that's not how it used to work," and from anyone trying Savitar (or mudding on a Mac) for the first time.

If any of this rings a bell -- or if you're just looking for a Mac client worth trying -- I'd love to hear from you here or via Help → Send Feedback in the app.

Download and beta details: https://heynow.com/savitar/

May you have many exciting stories to share, adventurer!

Jay "Ktown" Koutavas