r/MUD

▲ 8 r/MUD

Stealing, Thievery and MUDs. Questions about ripping things off.

I love playing thieves and rogues in videogames. Even better, I love games that support stealing as an actual viable, mechanical means of progression.

Most muds and MMO's I've played however, stealing/pickpocketing etc is a frill at best and acts mostly as a novelty for chump change.

Are there any muds where pickpocketing is actually meaningful to the acquisition of gear or income?

I want to get my immersion on and five finger discount my way to riches.

What's out there?

edit: I should mention I'm looking for a PVE experience. I don't enjoy stealing high end gear from other players. I want to sneak through a zone undetected, find a baddy in the corner, lift his dagger or gems and get out like nontheweiser. Maybe fence them to an NPC middle man in exchange for gold etc.

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u/Crapahedron — 17 hours ago
▲ 8 r/MUD

Would you be interested in a Stargate themed MUD?

I'm thinking about making a Multi-User Dungeon and I am big fan of Stargate.

Possible features:

- Missions to other planets: transport supplies, trading, defending inhabitants against Gou'ld, Wraith, Replicators, Ori, etc...extractions, attacking something, diplomacy

- Getting sick, getting healed

- Defending the base from incoming threats in live events

- Leveling up you character in military, science and medical skills

- Discovers new addresses

- Take part in starship travel and management

Web client and old-school terminal, free to play.

Are you interested? And would it be taken down due to copyright?

reddit.com
u/AceOfSpider — 23 hours ago
▲ 6 r/MUD

mu*index, a new MU Listing Site.

I don't know who actually needs or wants this. But I was tired of MudStats not getting updated with MU*s, even though I love the heck out of that site. So I threw my Telnet Negotiation library at Claude and told it to create a new MU* index site.

It crawls MSSP, checks out i3, and has been seeded (name and addresses) from MudStats and some best effort web searches.

I'm still adding some bells and whistles to it, and evolving its current state, but feel free to throw some constructive criticism at this -- or throw Issues up on GitHub

Address: https://mu-index.com

u/Zykov — 1 day ago
▲ 5 r/MUD+2 crossposts

What hosting service to use?

Hello guys,

I was thinking of starting to create my own textual MMO but I don't want to manage player accounts and chat messages and all the legal things that come with it.

Is there any service that offers that at a cheap price ?

My goal is to create a player oriented MMO with community unlocked floors (inspired by Sword Art Online anime).

Thanks !

reddit.com
u/Rgoplay_ — 2 days ago
▲ 20 r/MUD

Please recommend me a populated Mud with a great economoy, exploration, community, and non-combat activities

Been playing MUDs for something like 30 years now and honestly feel like I've been through most of the big well-known ones at this point. Looking for something that still has people on it and isn't just combat grinding.

Requirements/preferences:

  • Actually populated - like 15+ online during slow hours, 30+ at peak
  • Real player-driven economy, not just vendor trash
  • Crafting and non-combat stuff that matters
  • World feels alive, lots of interaction with the environment and other players
  • Emphasis on exploration
  • Prefer Skill-based or open progression, not rigid classes/levels

Basically trying to find something close to UO Outlands but as a MUD. If anything comes to mind let me know, even if it's not a perfect match.

Thanks vm for your help!

reddit.com
u/Various_House_910 — 3 days ago
▲ 12 r/MUD

SPEEDWALKS! (Server Side, holy frack!)

Speedwalking is here on Ansalon!

Ok, this one should make getting around Ansalon a whole lot less painful, especially if you're playing from a phone, tablet, one of the web portals, etc. :)

You can now SPEEDWALK RECORD, walk wherever you're going normally, and it'll remember the trip for you. And not just directions — it'll record the other stuff you do along the way too. Open a door, unlock something, scan, look, whatever. When you get there, stop recording (SPEEDWALK RECORD), give it a name, and you've got it for next time.

You can also just type one in:

SPEEDWALK 3s,enter portal,6s,enter portal,7s4e,scream
(Don't do it, lava kills :P)

Already know the route? Add it and save it.

Someone else has a good one?

Copy/paste theirs and use it.

Send yours to somebody else.

Post them.

Borrow them.

Whatever works.

Speedwalks are just text, so they're really easy to share.

And they don't necessarily have to be just for getting from here to there.

Since you can stick regular commands in them...

I'm pretty sure you guys will come up with uses for this that I haven't even thought of yet. :)

They run one action at a time instead of blasting the whole thing into the game at once, and you can PAUSE, RESUME, or STOP them along the way.

That should make traveling way nicer on phones and mobile, and hopefully make playing through the web portals rock quite a bit more too.

Record 'em, make 'em, copy/paste 'em, share 'em, and let me know what you manage to break. :p

For all the syntax and examples:

HELP SPEEDWALK

- Ziv & Co.

reddit.com
u/SkolKrusher — 3 days ago
▲ 24 r/MUD

Icesus — we looked at why new players quit, then rebuilt the first hour

Finnish LPMud, running since '95. Last post here was four months ago. Since then the new server has settled in nicely, the old lag and crash problems are largely gone, and we can finally spend our time on gameplay and content instead of firefighting. Most of that time went into one project, so this post is mostly about that.

The backstory: we did a lot of work on the website this year and it worked — from about a hundred signups in all of 2025 to several new characters a day now. Which made the retention data rough reading. We joined our login logs against usage logs for 834 characters created since March: 76% never came back after day one. Most of them played a while and left without ever getting past level 1. In Icesus advancement runs through guilds, and only 5% of the day-one leavers had joined one, versus 85% of the players who stuck around past a week. 82% of one-visit players didn't even type quit, they just closed the connection. So the problem wasn't mysterious. People wandered, got no direction, and left. Some played for hours at level 1 before giving up, which honestly stung the most.

So we rebuilt the first hour end to end.

Character creation got quieter and shorter. The path menu fits one screen, picking an option previews it before committing, and the name screen suggests names instead of silently dropping your connection on a bad one (yes, it did that).

New characters now start in a proper tutorial with a guide NPC, Alice, framed by an incoming storm. She teaches the basics, then offers a first fight you're allowed to refuse — you can size the enemy up and retreat instead, and retreat can never fail. If you take the fight and drop below half health she pulls you out and patches you up. Then she walks the road to the capital with you, side by side, and hands you over to your first job at a warehouse: either catch the rats or investigate what's actually gnawing the crates, both routes pay. First pay lands, you pick a next goal, and the game tells you plainly: type 'journey' to resume. Everything checkpoints. Quit at the inn, drop connection, get disconnected mid-fight, doesn't matter, you continue where you left off next login.

After the first job the letters start arriving: guild recommendations based on how you've played, and a fellow named Ereldon in the city who answers questions about the guilds and gives directions that we verified by actually walking them. There's a 'hike' command that walks you to the guild camps outside the walls. When you've settled, Alice comes back once more to say goodbye. Small thing, but it felt wrong that she'd just vanish.

The honest caveat: this shipped over the last week and we log the whole funnel now, so in a few months I'll know whether it moved retention or just made us feel better.

The other big thing since the last post: the province system launched at the end of May. The outworld is split into 144 provinces, and any group of players can claim one. You activate the claim stone at the province centre, found a council of up to five players, and develop the surrounding lots into a working frontier settlement with sawmills, mines, smelteries, food halls, shrines and inns. There's a real economy underneath, food to keep stocked, missions to run, daily ticks, and a province serves passing players too, not just its owners. We've been expanding and tuning it ever since.

On the religion side we migrated three old subsystems onto one shared piety economy and retuned the costs against measured yields. You can now venerate the nether, there's a new nether ward prayer, and funeral pyres finally pay fire priests for their work (party members included).

Everything's at icesus.org, including our custom browser client if you'd rather skip installing a MUD client. Curious what day-1 retention numbers other MUD devs see, if anyone measures it. Our 24% felt bad until I had nothing to compare it against.

--Idles @ Icesus

reddit.com
u/Real_Fruit2603 — 4 days ago
▲ 14 r/MUD

Which mud has the smallest centtral area and enough players that you run into them often?

When thinking about how I judge a populated a mud is, it occurred to me that its not only the numbers thats important, some muds have areas so big or so many factions that you hardly run into people. That leads me to my question. Which mud is small enough and have enough players that you run into a lot of interaction?

reddit.com
u/highspeed_steel — 3 days ago
▲ 6 r/MUD

Erion or Dark Hope or other?

Looking for something to get started in as I’ve had a baby and my available time is limited now. Looking for something which has a robust modern client which adds QoL. I’d also love some type of graphical interface if that’s possible? If joining groups is something that’s also possible, which ones have an active player base which supports new players?

Thanks

reddit.com
u/t3hWheez — 3 days ago
▲ 60 r/MUD

I am happy muds are still around

I started playing BatMUD when I was in high school. I was the number one player for a year or so. I remember soloing the FrogGod regularly. I remember Zonni. I was later a wiz and did some coding. I started playing in 1992.

I then decided I wanted to create my own mud. I co-founded DarkeMUD with one of my best friends. He is a very talented computer programmer. He wrote DarkeLIB which was a huge leap back then. He used it to get his first computer programming job as he was a self-taught coder. I designed the entire system and did the lighter coding. I based it on a roleplaying game called Rolemaster. The mud never took off which was a bummer, but it was fun anyways. I still think it was one of the best mud designs ever.

Anyways, nice to see people still play them.

reddit.com
u/Schumacher713 — 4 days ago
▲ 5 r/MUD+2 crossposts

ACOTAR Night on The-Night.Com (TNC)

A COURT OF THORNS AND ROSES NIGHT

When: Sunday, August 16, 2026
Time: 7 PM Eastern / 6 PM Central
Where: The-Night.Com -- port 2000
Location: Newgate Bar & Lounge, Straford Island

Join the players of The-Night.Com (TNC) for an ACOTAR-themed night at Newgate Bar & Lounge! Pick your Court, dress as your favorite character, and come celebrate the books and characters that we can't stop talking about.

Drink, dance, and talk all things ACOTAR -- from your favorite characters and couples to the moments that made you laugh, scream, swoon, or throw the book across the room.

Come dressed in your best as the Court is calling.

https://the-night-mud.carrd.co/

____

Note: TNC's website (the-night.com) is under construction, but there's a temporary carrd site with some helpful information to get people started: https://the-night-mud.carrd.co/

Players are happy to help you in game with commands and how to get around. The game is very newbie friendly. We'll help you get ready for ACOTAR night.

TNC is set in the present day. It has helicopters to use for free to get around from island to island, and everyone gets a smartphone and smartwatch with their own phone number to connect with everyone else around the islands. There's lots of fun and friendly people. We wait for you to join in. :)

reddit.com
u/FlightOfTheUnicorn — 4 days ago
▲ 13 r/MUD

Looking for Life Skills (gathering & crafting) MUDs

Hello everyone,

I've never played a MUD, but I would like to try. I really like gathering and crafting in MMOs. Please recommend MUDs that have a strong focus on gathering & crafting or some unique implementation, preferably beginner-friendly. Even better if life skills are profitable/make you stronger in other areas of the game.

Thank you in advance!

reddit.com
u/Ashamed_Wind — 5 days ago
▲ 10 r/MUD

Dark Hope MUD - Built On The Idea That MUDs Should Be Fun

I'd just like to thank all the new players who have stopped by to check us out. I also want to give a big thanks to those of you that have been leaving 5 star reviews at Mudverse and Mudvault. I can't tell you how much I appreciate that and the amount of positive support all of you have been showing. Dark Hope was always centered around the idea that MUD's should be fun to play, first and foremost. The features, the game play, and the atmosphere are focused on making the MUD as enjoyable an experience as possible, from the Welcome Wagon that assists new players, to cool features like combos in combat, unique pets called "mascots" that grow in power as you do, and a bevy of skills/spells that are more than just "do more damage" or "give AC buff". We've always wanted to push what a MUD could be, and our biggest motivation has always been, "how cool would it be if we did this?" Even the atmosphere is relaxed. We don't enforce RP, but you are free to play what way if you wish. Dark Hope isn't trying to force any one play style on you. Play how you like to play. That's the entire point. We're always trying to keep things fresh and new. So, feel free to check us out at darkhopemud.com TLS port 6778, or you can check out the web site at darkhopemud.com and connect through our custom web client (complete with all the GMCP tools you've come to expect - aliases, triggers, speedwalks, mapping, and more). We hope to see you there!

reddit.com
u/Lowbrow_fishing — 5 days ago
▲ 14 r/MUD

d20MUD Star Wars: Build and Role Play Your Character, Fly Your Own Ship, Craft, Mine, Explore & More

d20MUD Star Wars is a role-play incentivised MUD set just after the events of episode iv: a new hope. It uses a combination of d20, SAGA system and custom rules.

We have recently resumed development on the MUD. If you're a returning player, here's what's been added so far since we resumed development:

  • Housing system now has neighbourhoods and allows you to purchase, expand and describe your house without requiring staff assistance.
  • Housing chests are a new storage system. You can create as many storage chests in your house as you want, describe them as you see fit, and put them in any room you'd like.
  • Upgraded object persistance. We've adjusted how objects are saved in such a way that a single system serves every featured that requires objects saving over sessions, whether it be carried or worn gear, house chest items, auction house items, banked items, mailed items, pet carried items and more.
  • We've added the Crime Lord and Starship Ace prestige classes.
  • We've added a new space mining and industry system. Players can now mine space resource nodes, refine the raw materials into useable materials, and then those materials can be used to craft starship hulls or starship modules. Crafted hulls and modules are always better than stock vendor bought versions.
  • We now have guides online for New Players, Ground Crafting and the Space Industry System.

The game incentivizes role playing, but doesn't require it. Those who do role play will gain account experience faster (used to unlock advanced classes and races as well as gear improvements unobtainable elsewhere), will have their PvE gains come faster, and will gain RP points that can also be used to enhance your character. The only enforcement is ensuring OOC chat remains on OOC channels and doesn't disrupt people's role playing.

We have a robust crafting system for both ground equipment and space/starship hulls and equipment. Artisan progression is completely separate from your ground combat class levels.

We have a space system with pilot levels also separate from regular ground class levels, with dozens of ship types. Pilots can learn special piloting abilities. Some ships have multiple rooms with engineering stations and turrets that additional crew members can assist with. We have lots of plans to extend the space system with space missions, capital ship construction and large scale space warfarte between factions.

We have a LOT of classes and races, and regularly add more. Races especially we generally always add them by request.

Base Classes: Artisan, Force Adept, Scoundrel, Scout, Soldier, Squad Leader

Advanced Classes: Bounty Hunter, Carbineer, Commando, Crime Lord, Grey Jedi, Gunslinger, Jedi Consular, Jedi Guardian, Jedi Master, Jedi Sentinel, Jedi Shadow, Jedi Striker, Machinist, Martial Artist, Rifleman, Sith Apprentice, Sith Assassin, Sith Lord, Starship Ace, Trader, Weapon Master

Base Races: Amaran, Arconan, Arkanian, Astromech Droid, Bith, Bothan, Caridan, Cerean, Chiss, Dug, Duros, Ewok, Falleen, Gamorrean, Gotal, Gran, Gungan, Herglic, Human, Ithorian, Jawa, Kel Dor, Kushiban, Lepi, Mon Calamari, Mustafarian, Nautolan, Neimoidian, Nelvaanian, Nikto, Nosaurian, Protocol Droid, Quarren, Rattataki, Rodian, Sullustan, Thakwaash, Togruta, Toydarian, Trandoshan, Trianii, Tusken Raider, Twilek, Umbarian, Wookiee, Yarkora, Yevetha, Yuzzem, Zabrak, Zygerrian

Advanced Races: Assassin Droid, Barabel, Battle Droid, Dashade, Defel, Farghul, Fosh, Givin, Hutt, Mirialan, Mrlssi, Noghri, Recon Droid, Talz, Taung, Togorian, Verpine, Whiphid, Zeltron

Ground combat combines traditional Diku-style pulse-based combat with d20-inspired skills, feats, defenses, equipment, and active abilities. PvE, bounties, coded quests and storylines, group play, companions, and optional PvP all provide different ways to progress.

Pets, mounts, and companions aren't merely cosmetic either—they can fight alongside you, tank enemies, and contribute additional attacks.

Established characters and newcomers don't have to remain separated. Mentor and apprentice systems allow characters of different levels to adventure together without simply telling a new player to come back after weeks of leveling.

You can start as a force user and become a jedi, sith or something in between, including creating your own lightsaber. There's a wide variety of force powers to choose from.

Though Force-sensitive characters have their own Force power system, specialized character development isn't limited to Jedi and Sith. Medical characters can heal and support others, technicians can use repairs, gadgets, drones, shields and other equipment, while Echani training provides a martial-arts-focused path.

If you haven't played d20MUD Star Wars before, you'll find familiar Diku-style foundations—combat, equipment, rooms, character sheets, skills, quests, and progression—with a considerable number of additional systems layered on top.

And if you've played d20MUD: Star Wars in the past, this is a good time to return. The game has evolved substantially, particularly in space gameplay, crafting, persistence, housing, and the growing industrial economy.

If you're looking for a Star Wars MUD with deep character building, optional-but-rewarded roleplay, ground combat, spaceflight, crafting, housing, trading, mining, industry, and player-built starships, come give us a try.

Website: starwars.d20mud.com

Connection Info: starwars.d20mud.com port 5500

Discord: https://discord.gg/3jNPaer

Build a character. Find a profession. Buy—or build—a ship. Explore the galaxy.

Hope to see you in-game!

Gicker

reddit.com
u/Gicker — 5 days ago
▲ 22 r/MUD

Most simple mud for learning the genre?

Hi yall! I've never done a mud before and wanted to try out the genre but a bit intimated by all the options / interface on some

Which would you pick if you were trying out a mud for the first time? Preference to fantasy genre / social features are a plus, but not required if there are better options.

Just want one that's the most easy to pick up 🙂‍↕️

reddit.com
u/StarLightDot — 6 days ago
▲ 16 r/MUD

Erion MUD Recent Updates: House Rank Perks, Crafting, Demon Invasion Event, & More!

Greetings from everyone at Erion!

Over the course of the last month we have been working on a cooking system, a cooking academy, and a brand new house for cooking enthusiasts. These will be released a few weeks from now! Also coming soon is a new large Halloween area opening on October 1st, along with 8 new missions and a new fall event! One of our players has completed creating a Mudlet package with our MUSHclient soundpack, and we hope to make this available on our website this year.

Other notable changes we've made in the past few months are below.

Cooking

  • New room sector: kitchen. Sounds added: kitchen ambience, and a song for the upcoming cooking area!
  • New item type: honey. This is created when you strain honeycomb and will be used in cooking recipes.
  • New item type: straw. Used for crafting stone ovens.
  • Goats in the wild can now be milked just like cows. You can also add goats to your player home just like cows, and they have moods.

Crafting

  • You can now specify how many of an item to craft when adding it to a blueprint.
  • A furnace is a new craftable structure built in your player home, and a crucible is a separate craftable, portable vessel you bolt next to it. They're now used for smelting metal and melting gems in place of the fire pit and cauldron, because it just makes more sense :).
  • New craftable container item worn in the belt accessory slot: a belt pouch.
  • New craftable: stained glass window. The crafting process is loosely based on historical methods, though we used a heated knife to cut the glass rather than a dedicated glazing tool, to avoid adding another item players would need to carry around just for this one craft.
  • New command: shovel. You can now shovel dung off of the ground and it will go directly into your crafting inventory.
  • You no longer have to go to the beekeeper to strain honeycomb. You can do this in your inventory with a cloth. The beekeeper sells cloths, or you can craft them yourself.
  • Added a craftable mortar and pestle.
  • Added new daily challenges for making cement, lye, glass, and mixing paint.
  • Craft and blueprint now list the tools and stations a recipe needs (anvil, kiln, firepit, water, and so on) alongside the materials. You can no longer start a craft until you have all the materials and tools needed.
  • New skills: painting and advanced painting. A Study in Art mission grants the painting skill, and Patronizing an Artist mission grants advanced painting.
  • For first-time crafters and cooks, the game will now give a hint about the command needed to carry out a step.

House Ranks & Points

The house rank perks are in!

Slayers

  • Rank 2 - Slayer's Efficiency: 1% damage and damage cap increase per rank
  • Rank 3 - Hunter's Spoils: 10% gold multiplier bonus
  • Rank 4 - Trophy Collection: plus 1 gem and strand per boss kill
  • Rank 5 - Slayer's Discipline: 15% experience and experience cap boost

Healers

  • Rank 2 - Healer's Insight: +20 wisdom cap boost, adding +10 per rank up to +50 at rank 5
  • Rank 3 - Healer's Focus: 15% mana reduction cap boost and 15% mana reduction
  • Rank 4 - Sustained Thaumaturgy: 20% spell duration multiplier
  • Rank 5 - High Communion: self-castable buff giving hit points, mana, hit point regen, and mana regen

Luminati

  • Rank 2 - Lexical Sight: spell that increases your chance of finding scrabble tiles
  • Rank 3 - Luminous Bounty: 15% quest point cap boost and 15% quest point multiplier
  • Rank 4 - Luminatus spell, usable once every 20 hours, does not block potion usage
  • Rank 5 - Scholarly Pursuit: 15% experience cap boost and 15% experience multiplier

Artisans

  • Rank 2 - Bountiful Yield: 3% chance to generate an extra gem/strand when mining/gardening per rank, maxing out at +12% chance of getting an extra gem/strand
  • Rank 3 - Perfect Polish: reduces your chance to smudge a gem while polishing, and eliminates it entirely once Advanced Polishing is mastered
  • Rank 4 - Crafter's Bargain: 50% reduction in craftscape cost
  • Rank 5 - Artisans Aptitude: doubles experience for crafting activities.

Alchemist

  • Rank 2 - Alchemical Affinity: 3% chance to generate an extra alchemy ingredient when foraging for ingredients per rank, maxing at 12% chance for an extra ingredient
  • Rank 3 - Potent Impact: 10% increased damage by hurled damaging potions, and 10% increased healing from hurled potions of heal/super heal, psionic energy, mana heal
  • Rank 4 - Sustained Alchemy: 20% potion duration
  • Rank 5 - Stable Mixture: improves overall chance to brew a potion successfully and reduces the explosion risk when stacking multiple healing spells
  • New command: house rank. Shows your rank and total house points earned.
  • We updated the output of the house info and house skill commands to be more screen reader friendly. If there are other commands that could use the same treatment, let us know and we'll be happy to update them too.

Missions, Errands, & Events

  • New mission command: mission reminder <vnum>. This sets a reminder for any repeatable mission, and you'll be notified when it's ready to be done again.
  • Healers errand: Hielach in the Healers House fountain courtyard now offers a healing errand. Stricken patients are scattered along the highways within your level range, each with a different ailment. Travel out and heal them using the heal or psionic energy spells, the salve or mend skills, a potion carrying one of those spells, or crafted bandages.
  • New level 30 mission: one of the inhabitants of Monster Park never wanted to leave, even as the park fell into ruin around her, but now with the fountain dried up and no explanation in sight, she's running out of reasons to stay. A gruff dwarf fisherman at the nearby pond is having troubles of his own. Something has fouled the water, driven off the fish, and left the pond noticeably shallower than it used to be. Getting to the bottom of it will require a fishing line, a willingness to go places most people would rather not, and a fairly strong stomach.
  • New cooperative Monday event: Demon Invasion. Every Monday, portals tear open across the highways of Erion, and demons start pouring through. The army of light holds the line, but they can't do it without you. This is a cooperative event, and here's the twist: it can't be won by fighters alone, and it can't be won by crafters alone. Warriors, siege engineers, saboteurs, and even dedicated pacifists all have a role to play, and the invasion can't be won solo. You'll have to hold the highways together.

Combat & Spells

  • To make the warmth spell more useful, it can now cancel hypothermia and makes you immune to it as well. Targets immune to cold are now unaffected by hypothermia.
  • Added new battle spam option: debuff. When this is enabled, it shortens debuff messages.
  • The old battlespam shorten toggle is now two separate options: battlespam shortennumbers (the original number-based lines) and battlespam shortenwords, which describes shortened damage with words instead (tickle, wound, maul, etc). Both require battlespam condensed to also be on.

Miscellaneous

  • All forms of quests and crafting now persist through copyovers.
  • Added who toggle (<option>) so you can customize which flags you want to see on the who screen if things feel cluttered.
  • Added a notification for when your chicks hatch and you're not in the same room.
  • New bunny type: diamond! These are quite rare but give a good amount of faith points. These bunnies are only visible to those who follow a god.
  • You can now trade 3 worker bees for 1 queen, with a fun new sound for trading.
  • We've made improvements to how the game distributes its workload. This should result in smoother gameplay and less lag between commands.
  • Deleted the Hillock Hills handbook and migrated the information that was in it into the guide command. Thanks to Aura for the feedback on the newbie area, we went through and added more hints!

Thanks for checking out our updates! We look forward to releasing our cooking system and new Halloween events very soon!

Address: Erionmud.com Port: 1234

Home Page: https://www.erionmud.com/

Soundpack: https://www.erionmud.com/blindsupport.php

Discord: https://discord.gg/PTRbCpy

reddit.com
u/ErionMUD — 5 days ago
▲ 10 r/MUD

Does It Still Exist: Divine Anathema

So I was cleaning out some old boxes and came across my WoD books. It got me thinking of the days I would play God Wars games and I remembered an old game called Divine Anathema. It was WoD, very God Wars-like, but had a lot of PvE and not as annoying PvP. It had all the WoD Races, even Wraith and Changeling.

Anyway does anyone know if a version of the game still exists out there or is it one of those good codebases that has been lost to time?

reddit.com
u/Enarei — 6 days ago
▲ 7 r/MUD

Wandering Monsters on Ansalon - Thanoi!

Thanoi pirates now are sailing the seas! There are of varying levels, and some load some pretty slick Thanoi EQ. 50's tusk rings, RETURNER harpoons, this that, ships etc.

You'll find them in the New Sea, Haltigoth Bay, New Bay, and even some up with the Corrain Ocean north of Palanthas.

- Ziv & Co.

Ps. Merchant ships sometimes have them circling...
And, those merchant ships have a rope ladder down to the water now :)

reddit.com
u/SkolKrusher — 6 days ago
▲ 31 r/MUD

Starting to feel overwhelmed with how complicated and convoluted the current popular muds are.

I used to play on Aalynors Nexus back in the 90's and mechanically, it was very very simple. It kind of stepped out of the way to let roleplay, vertical progression and story telling be the focus without burdening everyone with a prolific, combersome system-layered-over-system game getting in the way.

I'm looking for a mainly PVE mud that is mechanically easy to pick up and get going. I'm getting tutorial fatigue trying to memorize a thousand different commands, how to interact with a dozen different systems, their sub systems and the convoluted mess that is most mud's helpfiles.

I just want to explore, kill some shit, talk to people and find some sweet loot. I want meaningful vertical progression but I don't want a computer science degree to come with it.

Catrub quests in poor English, invisible rooms that require special keywords that make no damn sense to find, a hundred commands to attack something despite all of them doing basically the exact same thing for the exact same damage only to have a WALL OF TEXT blast up my screen like the console of a high volume production server.

Maybe I'm getting old but a lot of muds I feel are trying to over complicate themselves and do too many things while trying to be too many things and get in the way of themselves.

Any recommendations for a simple PVE mud that's neat, clean and pretty looking and isn't going to give me carpel tunnel or an aneurysm?

reddit.com
u/Crapahedron — 9 days ago
▲ 9 r/MUD

Looking for Builders!

Have a craving to create? Wanting to try your hand at making your own areas for people to play in? Wanting easy to use tools in a customized Evennia engine?

Boy do I have good news.

I'm recruiting for some builders and general RPAs for a mud set in the land of Hârn.

But Myth, you might be saying, I don't know the first thing about Hârn! No sweat, I can help you get up to speed.

Shoot me a message on Discord if you have any interest: Mythnet

reddit.com
u/mythnetgames — 7 days ago