A Free Text-Based Roleplaying MUD
The Realms of Wonder is a free roleplaying text-based MUD (Multi-User Dimension), with a dedicated playerbase who call this world home. A host of fun awaits you, from the thrill of the fight to engaging conversation on our public chat channels. Roleplaying is allowed, but not required or enforced. Come join the fun!
mud.killerpcs.com port 8888
The Realms of Wonder (RoW) is a heavily modified SMAUG MUD that has been operational since 1995, with 15 races, 20 classes, guilds, clans, orders, and a world of adventure waiting for you.
A MUD (Multi-User Dimension) is a text-based multiplayer online game. Think of it as a living, breathing world described entirely in words, where your imagination fills in the details. You explore, fight, craft, socialize, and build your legend through typed commands and rich narrative descriptions. MUDs are the ancestors of modern MMORPGs, and many players find them far more immersive and deeply engaging than their graphical descendants.
RoW is a heavily modified SMAUG (Simulated Medieval Adventure multi-User Game) MUD that has been operational since 1995. The game is owned and operated by Vermithrax and runs on a Linux server. Whether you're a seasoned MUD veteran or a complete newcomer, our players are always willing to help. Come experience what so many others have come to know as their world.
All new players receive a copy of The Adventurer's Guide to the Realms of Wonder when they enter the game. Type LOOK BOOK to read it. This guide answers the most commonly asked questions and gives you a general grasp of the commands and rules of the game.
RoW features a vibrant community with multiple chat channels including gossip, chat, yell, shout, flame, racetalk, auction, quest, and newbiechat. Profanity is permitted (use config +nocuss to filter it). Spam and harassment are never tolerated.
To play, you'll need a MUD client or telnet program. Enter the server and port information below to connect.
Recommended MUD clients:
Once connected, type new to create a character, or log in with your existing name.
There are 15 races within the Realms, each with different strengths and weaknesses. Click any race to learn more, or click the portrait to view it full size.
Adaptable and flexible, able to assume any class.
In the beginning there were Humans, Elves and Ogres. Humans are the most numerous and the plainest race in the Realms. Although possessing no special abilities or bonuses, they are the most adaptable and flexible race and are able to assume any class. Their height, weight, eye and hair color vary greatly. In dark times Humans mated with Elves and Ogres, creating the Half-Elf and Half-Ogre races.
Tall, agile, with an affinity for nature and magic.
Tall, slender creatures with an affinity for the woods and nature, Elves are distant cousins to the Pixies and share their intelligence and dexterity. With a lighter frame than Humans, what they lack in strength and stamina is made up for with superior agility. Most Elves prefer to stay close to nature, and many become druids. All Elves have the inherent ability to detect magic.
Stocky, sturdy, and powerfully built fighters.
Dwarves are relatively short, stocky and powerfully-built creatures. Long-lived and extremely sturdy, they are known equally for their hardiness and their cantankerous personalities. Their thick, stout frames lend them poor dexterity, but high strength and stamina. This race has produced some of the most renowned fighters. Dwarves possess inherent infravision.
Dark elves specializing in spellcasting.
Drow are the darker, more evil cousins of Elves. They have moved underground, building vast subterranean cities and complex networks of caves. With black skin and white hair, they specialize in spell casting and have developed very high intelligence. Being creatures of darkness, Drow fight more proficiently in darkness and have innate infravision.
Mix of human and elven blood, versatile.
These beautiful creatures result from the mixing of human and Elven blood. Though not as intelligent as pure-blooded Elves nor as hardy as full-blooded Humans, this mix serves well in classes requiring both mental and physical prowess. Their almond eyes enable them to see in darkness.
Large, iron constitution, born for combat.
A mingling of Orcish and Human blood, most Half-Orcs are distinctly more Orcish than Human. Large and dull of wit, with short but broad bodies, their poor dexterity is offset by an iron constitution. Brute combat stirs in their soul. Standing five to seven feet tall and averaging two hundred pounds, an altogether fearsome race. All Half-Orcs possess infravision.
Massive, powerful, born fighters.
The Half-Ogre stands six to nine feet tall and weighs three to four hundred pounds. This offspring of humans and Ogres has inherited great physical abilities: an aptitude for aggression, inherent infravision, and awesome strength. Being territorial, most will readily engage in battle. A race best suited for the role of pure fighter.
Deadly, cunning, heavily muscled beasts.
An intermingling of Troll and Human blood, the Half-troll often stands over eight feet tall at over three hundred pounds. Though naturally of low wisdom, the race was imbued with wicked intelligence and darkvision. They make poor pure magic users and suffer low dexterity, yet their boundless energy and intellect create one of the most cunning physical beasts in experienced hands.
Quirky, magic-resistant, scholarly.
Gnomes are a quirky demi-human race well versed in knowledges, magics and religions. Due to their familiarity with such lore, they tend to be more resistant to magics but can suffer from physical attacks. Short and stocky like their dwarven cousins, most prefer an evening with a magical tome and a cup of ale over venturing into battle.
Stout, elusive, surprisingly determined.
Stout, round, open-minded and very elusive, the Halfling has a level of dexterity equal only to his wit. Many enjoy reading or telling stories by the fire. Their keen intellect and surprising determination make them a curious (though somewhat underpowered) ally. Compact bodies with thick limbs and famously hairy feet.
Descended from humans, freed from mind flayers.
The Gith descended from humans once captured and tormented for centuries by mind flayers. Freed by a savior named Gith, they became stronger, quicker, and smarter than humans, but lost much faith, wisdom, and charisma. With yellowed skin and sunken eyes capable of detecting invisible things, they have split into three groups: the good Githzerai, the neutral Pirates of Gith, and the evil Githyanki.
Stealthy humanoid cats, dexterous and quick.
Once thought a myth, the Huline are humanoid cats appearing Elvish in stature. Very stealthy and dexterous, most become thieves or scouts. Their fur-covered bodies feature tiger-like faces, dexterous clawed hands, and an extra foot joint granting innate stealth. They live tribally, so magecraft and druidry also exist in their ranks.
Cheerful wanderers with sticky fingers.
The kender are a short, cheerful people who wander aimlessly, intent on vanquishing boredom. They often find themselves holding interesting objects belonging to others. No kender can resist attempting to pick any lock. They are nimble with better luck than any other race. Beware: you will seldom realize a kender has entered the room unless it be after he has relieved you of all your possessions.
Tiny, brilliant, winged spellcasters.
Pixies are small Elfin creatures with gossamer wings, far more intelligent than most other races, though their strength and constitution suffers from their small size. They excel especially in the arts of the Mage; the mind of the Pixie knows no equal. Standing less than five feet tall, their skin and hair vary among all colors of the rainbow. Pixies possess the ability of flight.
Aquatic elves, friends of dolphins.
Also called Aquatic Elves, they are akin to mermen as land elves are akin to men. Found among heavy weed beds in sheltered, salty waters, they are great friends of the dolphins. Humanoid in appearance with gill slits, greenish-silver skin and blue-green hair, Sea-Elves can detect magical auras and breathe under water.
Choose your calling from 10 base classes. At Avatar level with 750 glory, you may remort into a more powerful version of your class.
Weak in body, but a being of pure magic with the sharpest mind.
A mage is one of the weakest classes physically, but their minds are by far the sharpest, retaining knowledge of the world's most powerful spells. As a mage grows in experience, they quickly become a powerful fighting force with an arsenal of combat spells. A mage has a choice of using their powers for good or evil.
Mighty healer and protector of the weak.
Led with a mission to heal and teach, Clerics have many varied healing spells. Their main goal is self preservation. The wisdom of the cleric in the ways of magic and the art of healing make them a desirable asset for any group.
Dark character skilled in stealth and deception.
Known to haunt the darkest roads and alleys, the thief's skills include sneaking, peeking into inventories, picking locks, and deadly backstabs. With amazing dexterity they circle enemies in combat. Thieves start weak but become dangerous foes as they gain skills.
Epitome of fighters, master of all weaponry.
Warriors use all weaponry and armor in exercise of their most lethal combat skills. Strong in body, with no magic and limited skills, they are nevertheless a formidable force. Warriors learn no magic and have no use for mana.
Outdoorsman and adventurous free spirit.
Self-sufficient and adaptable, the scout can survive in almost any locale. Physically skilled enough for most foes, a scout also casts useful spells to hinder opponents and aid himself. From curative magics to blinding enemies, the scout is the most adept class at surviving alone.
Lover and protector of the natural land.
Wielding mighty spells from the gods, druids protect and preserve nature. Strong in wisdom with bodies trained by their rugged lifestyle, from powerful healing spells to the ability to create water and food, druids demonstrate that mastery of magic is a way of life. Able to face warriors on almost even footing, druids are truly gifted.
Powerful undead creature requiring fresh blood.
As a creature of the undead, Vampires require copious quantities of fresh blood. Instead of mana, Vampires use blood points (bp) for spell casting. Blood points can give a surge of hit points in battle. Vampires receive an armor class bonus at night, when they can use the skill mistwalk.
Strong-minded, using both brain and brawn.
The Augurer is very strong-minded, both physically and magically. Confident in combat, relying on both brain and brawn. Wisdom is its prime stat. Capable of utilizing both spells and skills to their greatest potential, though it tires of magic easily. In spare time, the Augurer enjoys lore, music, and meditation.
Warrior priest of righteousness.
Paladins are warrior priests who draw power from acts of righteousness and strict adherence to the Code of The Temple of Solomon. Their battle strength combined with limited miracles is offset by the difficulty in perfecting their craft and penalties when they stray from the path of good.
Dark mage devoted to the study of death.
Necromancers have devoted their lives to the study of death, using the darkest magics known in pursuit of immortality through undeath. Able to control forces of life and death, they are stronger than average mages but have a limited spell repertoire. So corrupted by dark arts, all Necromancers are evil in nature.
Advanced mage with enhanced spells and combat ability.
Ascended cleric with superior healing powers.
Lethal specialist in stealth and killing.
Elite warrior with unmatched combat prowess.
Master survivalist and tracker.
Commands the raw forces of nature itself.
Ancient vampire of immense power.
Unhinged master of mind and body.
Holy warrior on an unstoppable divine mission.
Undead sorcerer who has achieved immortality through death.
When a character gains enough experience and glory, they may choose to remort. You must be Avatar level with 750 glory. You'll start anew at level two, losing possessions, but gain a more powerful class with enhanced abilities, better to-hit tables, higher hit point gains, and a secondary attribute (max 22) in addition to your primary attribute (max 25). Remorted characters level more easily, gaining more experience from battle.
Guilds are special organizations for each class. Belonging to a Guild offers new knowledge, friends, quests, and unique headquarters with healers, practice rooms, and stores. Membership requires being a law-abiding, non-deadly player.
Clans are societies of players joined under a common cause. Clan members can pkill other deadly players outside their own clan. Non-deadly and deadly players may join, but when outcasted, a character remains deadly.
The fires of rage burn deep within the souls of these ancient warriors. Play with fire and you'll get burned.
A clan devoted to the ways of the undead.
Orders offer quests, friendships, unique headquarters with healers, practice rooms, and stores. Membership requires being a law-abiding, non-deadly player. Communicate with members via the ordertalk command.
An alliance of all classes and alignments brought together to keep the balance between Good and Evil.
The Realms of Wonder is governed by laws rooted in common sense and courtesy. An Immortal's decision on these matters should be abided. Everyone must abide by the laws -- no exceptions.
Spam, harassment (including sexual), and abusive behavior are not permitted on any channel, including say and tell. Do not continue to tell to someone after they've asked you to stop.
Profanity IS permitted on all channels. Use config +nocuss to filter it. If any Immortal asks you to desist on a subject or move it to an appropriate channel, do so immediately.
Warning: Arguing with or flaming immortals on channels WILL get you silenced or worse, and may extend to your other characters.
You may pkill ONLY if you appear under WHO DEADLY, and only against other deadly players within 5 levels of yourself.
Pkill includes any aggressive action: charmed mobs, spells, skills, the MURDER command, or game bugs used to harm, make vulnerable, or steal from another character.
Hammerfall shopkeepers are protected by Duke Luther's laws and divine favor. Anyone who attacks a shopkeeper will die brutally and may face the direct wrath of the gods in hell. Thieves caught stealing will be incarcerated by the Duke's guards.
Harassment is giving a person unwanted attention of any kind. If asked to stop, you must stop. No form of harassment is tolerated, especially unwanted sexual comments or actions.
Consequences include silencing, helling, freezing, denial, and/or site banning. Harassing an immortal will result in deletion.
Multi-playing is permitted with rules: only ONE character may be link-live if it is deadly. You may have multiple characters online as long as NONE are listed under "who deadly." Link-dead characters are not considered "online."
Important: Altering IPs to multiplay deadlies, or helping your lowbie level with a deadly character, will result in balzhur (destruction of all equipment and public demotion to level 2).
Character sharing is done at your own risk. Whoever owns the password owns the character. A character may NOT be shared if it is deadly, holds a leadership position, is an Immortal, or is an Immortal's "free" mortal.
The first player to attack a mob has rights to the kill. Others should not get involved without being asked. Monopolization of a mob and its repops will not be tolerated.
Do not bring aggressive mobs into or near Hammerfall, as when charm wears off, their aggressive nature returns. Do not bring aggressive mobs into areas lower in level than the area from which the mob originally came. Use the areas command to check levels.
Do not pick up items near another player without permission. Do not take items to identify without asking. Do not take items near a corpse without asking the owner. Do not take items from a mob corpse unless you made the kill or have permission.
Warning: Items left unattended with no corpse or player nearby are considered abandoned and free for the taking.
Cheating is a very serious offense. Consequences include slay, purge (loss of all equipment), freeze, balzhur, deny, or site ban. Cheating includes:
If you accidentally duplicate an item, turn it over immediately to an Immortal or drop and sacrifice it.
Player killing is decided the instant you cast any hostile spell or take any aggressive action against a non-deadly player. The only legal PK is between players listed under "who deadly." Even mutual consent between non-deadly characters does not make combat legal.
Non-deadly characters may give, sell, or trade scrolls, potions and equipment with deadly characters, and may spy for them. However, non-deadly characters may NOT shield, heal, summon, help, hinder, portal or otherwise assist a deadly character.
Useful triggers and scripts for your MUD client. These examples are for zMUD but can be adapted for Mudlet or other clients.
This set of triggers captures chat messages from the main MUD window, timestamps and color-codes them, and displays them in a separate "Comm" window. Useful during combat when you might miss messages.
#CLASS {Communications}
#VAR comms {tell|say|gossip|chat|yell|shout|whisper|flame|racetalk|auction|quest|sing|ask|ebonize|newbiechat}
#TRIGGER {^(%w) ({@comms}*) '(*)'} {#window {Comm} {%ansi( yellow, bright)%time(c) - %ansi( red, bright)%1 %2 %ansi( white,bright)'%3'};#gag}
#TRIGGER {^You are now marked as away.} {#window {Comm} {%ansi( yellow, bright)%time(c) - %ansi( green, bright)----- You are Away -----}}
#TRIGGER {^You are no longer away.} {#window {Comm} {%ansi( yellow, bright)%time(c) - %ansi( green, bright)----- You Return -----}}
#TRIGGER {^(%*)$} {#window {Comm} {%ansi( yellow, bright)%time(c) - %ansi( white, bright)%1};#gag} "" {line=3}
#CLASS 0
Buttons that appear above the game window and change color to indicate active spells. When a spell is cast successfully, the button turns green; when it wears off, it turns red.
#CLASS {Buttons}
#VAR spells {kindred|scry}
#TRIGGER {^The strength of the Kindred flows through your veins...$} {#noop %btncol( kindred, green, white)}
#TRIGGER {^Your vampiric potence slowly withers away...$} {#noop %btncol( kindred, red, white)}
#TRIGGER {^You receive a revelatory vision...$} {#noop %btncol( scry, green, white)}
#TRIGGER {^Your clairvoyance slowly disintegrates...$} {#noop %btncol( scry, red, white)}
#TRIGGER {^You pass your hands around your body...$} {#forall {@spells} { #noop %btncol( %i, red, white)}}
#BUTTON 44 {Kindred Strength} {c kindred} {} {} {} {} {} {} {} {} {} {} {} {79} {} {} {} "" {} {Increases the strength of the target character.} {kindred} {2}
#BUTTON 48 {Scry} {c scry} {} {} {} {} {} {} {} {} {} {} {} {79} {} {} {} "" {} {Scry} {scry} {2}
#CLASS 0
Important: Make sure parsing is enabled and all special characters are checked in your client's preferences before pasting triggers.
Text directions to all common areas from Hammerfall Square. Type areas in-game to see the full area list.
| Area | Level | Directions from Hammerfall Square |
|---|---|---|
| Alice's Wonderland | 0 - 60 | 6 north, 5 east, northeast, open hedges-north, be flying, 3 north, 3 down, north, get key, get bottle, unlock door-north |
| A Rip in the Fold | 10 - 30 | 14 east |
| Askew Pagoda | 15 - 35 | 6 west, 5 south, southwest |
| The Astral Plane | 15 - 35 | 8 up, north, kill guardian, get wand corpse, unlock gate-north, open gate, north |
| Atlantis | 35 - 50 | 6 south, east, south, east |
| Castle Von-Pravus | 40 - 50 | all west, 2 north, northeast, all north, open north, all north, south, east |
| Chapel Catacombs | 15 - 25 | 6 west, 8 south, east, south, open south, 5 south, open south, south, kill priest, get key, unlock down, open down, down |
| Citadel of Magius | 45 - 50 | 9 east, 2 north |
| The Curse of the Necromancer | 30 - 50 | 9 south, 4 west, north |
| Demon Tower | 35 - 50 | 13 west, 2 south, west, south, west, south, 2 west, south, 2 west |
| Dragon Exports | 5 - 25 | 4 south, east, north, say "Idolizer of Dragons" |
| Dragon Maze | 30 - 50 | 9 east, north, all east, northeast |
| Dwarven Daycare | 1 - 5 | 8 east, northeast, down |
| Dwarven Village | 10 - 35 | 8 east, northeast |
| Firethorne Manor | 30 - 45 | 6 south, west, south |
| The Forgotten City | 10 - 20 | 8 north, east |
| Graveyard | 5 - 10 | 6 west, 8 south, east, south, open south, south |
| Hammerfall Academy | 1 - 5 | 3 east, south, down |
| Hammerfall Art Gallery | 10 - 50 | 4 south, west, 2 north |
| Haon Dor | 5 - 10 | 7 west |
| Holy Grove | 5 - 20 | 9 east, north |
| The House of Sorrow | 35 - 60 | 6 west, 2 north, west, southwest, 2 west, northwest, 4 north, west, open gate-south, south |
| Ice Isle | 15 - 30 | 6 south, east, south, 5 east, northeast, east, north |
| Insectia | 25 - 35 | 9 south, 4 west |
| Miden'nir | 5 - 15 | 7 south |
| Mosaic | 35 - 50 | all north, all east |
| New Phlan City | 2 - 65 | all west, 2 north, northeast, 2 north, open north, 5 north, 5 east, 2 north, take boat (9am & 5pm) |
| Pantheon of Despair | 45 - 50 | 8 up, north, unlock gate-north, open gate, 2 north, south, down, north, 2 east, up, open steel-north, north, open door iron-west, west, 2 north, east, open doors metal-north, 2 north, open mist door-north, 2 north, kill Lich Queen, unlock-down, open-down, down, kill Lady Gith, unlock-down, open-down, down (requires key from Astral Guardian) |
| Pixie Forest | 1 - 5 | 6 west, 2 north, west, southwest, 2 west, northwest |
| Purgatory | 40 - 50 | all west, 2 north, northeast |
| The Realm of Wonder | 0 - 60 | east, south, up |
| Roygbiv | 10 - 20 | 8 east, 3 north, east |
| Santa's Workshop | 25 - 35 | 8 east, all north |
| Sewer | 5 - 30 | 6 south, open manhole-down, down |
| Seventh Hell | 50 - 65 | all south, all west, all south |
| Shameless Manor | 15 - 20 | 8 north, west |
| Shattered Refuge | 5 - 20 | 7 east, southeast, southwest, south, southeast |
| Soaring Woodhelvennin | 25 - 45 | 15 west, 2 north, northwest, 2 west |
| Sokal Keep | 5 - 15 | 15 west, 2 north, northeast, 2 north, open north, 5 north, 5 east, 2 north, take boat (9am - 5pm), west, south, 2 east, take boat (9am - 11pm) |
| The Stoic Badlands | 25 - 35 | 8 north, 4 east, 12 north, 10 east |
| Tainted Manor | 1 - 50 | all north, all east, all north |
| Trials of the Ronin | 48 - 50 | Find Jubei Kibagami, say "Tell me a story" |
| Tullfuhrzky Manor | 0 - 10 | 6 west, 2 north, west, southwest, 2 west, northwest, 4 north, northeast, north, up, open gate-north, north |
| Unholy Grounds | 5 - 15 | 6 west, 2 south, northeast |
| Urgborg Volcano | 25 - 35 | 8 north, 4 east, 5 north, 7 northeast, 6 east, 2 south, 8 east, 2 south, 4 east |
| Xak Tsaroth | 5 - 15 | 11 west, north, east |
| The Xanth Veldt | 10 - 50 | 6 south, east, 2 south, 4 west, 3 northwest |
| The Town of Zilfe | 15 - 30 | 8 west, north |
The premier MUD listing and community resource since the 1990s.
Free, open-source, cross-platform MUD client with powerful scripting.
The classic and widely-used Windows MUD client by Zugg Software.
Free MUD client for Windows with extensive plugin support.
Free terminal-based MUD client for Linux and macOS.
Vote for the Realms of Wonder and discover other MUDs.
Want to link to us? Direct your link to https://mud.killerpcs.com