A heavily modified ROM 2.4 MUD

Solar Eclipse

Thirteen classes, over a hundred and twenty areas, and two decades of accumulated invention layered on top of a stock DikuMUD derivative — an overworld map, a mining and forging economy, promotion classes, limit breaks, reputation, clans and an autoquestor that never runs out of work.

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solareclipse.genesismuds.com:4321

Point any MUD client at that address and port — Mudlet, MUSHclient, TinTin++, Blowtorch or whatever you already use. There is nothing to install and no account to create in advance: connect, pick a name, and the game walks you through the rest. Colour and MXP are supported for clients that speak them.

No client? Use telnet

From a terminal: telnet solareclipse.genesismuds.com 4321. On Windows, telnet is an optional feature — enable it, or use ssh-adjacent tools such as PuTTY in raw mode against the same host and port. Bare telnet works fine; the game ships speedwalk strings and a built-in pager precisely for players who do it that way. Once you are in, head up from recall to the Solar Academy for the basics.

Address is current as of this guide and may move — check before you bookmark it.

Explore the features Browse the world

Section one

MUD features

Everything below sits on top of the stock ROM 2.4 package. Some of it replaces a stock system outright; most of it is machinery that simply is not there in a vanilla Merc/ROM tree.

The overworld

A room in Solar Eclipse is not always one place. Sixty-two of them carry a terrain map — a 25 × 15 grid — and every character and object standing in such a room also carries an (x, y) coordinate inside it. Two players in the same room are only really together when their coordinates match, which is why looking prints a drawn map of your surroundings rather than a paragraph. Exits between cells are not written down by a builder at all: they are synthesised from the terrain, so a mountain wall blocks you because it is a mountain, and walking off the edge of one map drops you onto the neighbouring one. It turns overland travel into something you navigate rather than something you type through.

Promotion classes

At level 120 a character can return to their guildmaster and type advance. The guildmaster names whatever is still missing — mastered skills, permanent stat floors, proof that you have been somewhere and done something — and when nothing is missing you take your class's promoted form and the whole mud is told about it. Eleven of the thirteen classes have a promoted form, each with its own trial, its own new skills and its own reputation award. This is the long game, and it has a section of its own.

Remorting

A hero who has run out of things to prove can type remort and start again. You keep your name, your money, your standing and your skills; you lose seven eighths of your vitals and go back to level one, and you get to pick from a wider list of races than a first-life character ever sees. Skills carry across lives at the lowest level any class you have been learns them at, so a second-life character is weak but strangely capable, and a promoted class's benefits stay on the record — the choose command is how you pick which previous life's promotion you want active.

Reputation

Sixty-eight categories track what your character is actually known for, from helper to new discovery to species poacher, each with its own key and its own running total. Reputation is not experience and cannot be ground: it accrues from the breadth of what you do, and it is spent at a trader on top of the clock tower. High enough totals unlock equipment that refuses to be worn without them, entry to certain places, the right to keep more than one pet and the right to store items up to level 201. Cheating and jail time take points away.

The autoquestor

A questman in the Grunting Boar Inn, south and east of recall, will hand any character of any level a randomly generated quest scaled to them: kill something, fetch something, carry a letter, escort someone home, find a word buried in a room description, or assemble a collection. Quests pay quest points, gold and occasionally practices, and quest points buy a shelf of rewards that exists nowhere else in the game. It is also, quietly, the best tour guide on the mud — questing at low levels teaches you repop timers, day and night cycles and overland travel without anybody having to explain them. Details are in the quest section.

Mining, materials and forging

Ore deposits are scattered across the world, each holding up to four different materials on a quality ladder. With a shovel or a pick and the mining skill you dig them out; with a prospector's help you find them in the first place. What comes out of the ground is an alloy, and what an alloy is for is a forger — a mobile who will appraise, refine, combine, melt and finally forge your materials into a weapon or a piece of armour whose quality depends on how much and how good a material you brought. Twenty-odd forgers work different material sets across the world, so the good recipes are also a geography problem. See the mining section.

Rune stones and rune words

A rune stone is a lump of material that will hold exactly one spell. You get one by killing something, you teach it a spell by casting that spell at it while it lies on the floor, and you spend it with fuse — welding it into a weapon so that every blow the weapon lands re-casts the stone's spell at whatever it hit. The charge runs down with use and then the stone evaporates; there is no unfusing. Every weapon has at least one rune slot and some have more. The warlock's cabala layers a second system on top, inscribing rune words along the paths of the Tree of Life.

Gems and sigils

Gems come in twenty types and ten grades — tiny, small, medium, large, rare, flawless, perfect and upward — and serve as both portable wealth and crafting stock, since a hundred gold weighs four times what the equivalent gems do. Sigils are the other half of the ornamentation system: an object that cannot be worn on its own but is attached to a normal piece of equipment, lending its affects to whoever wears the host. Most of the great quest rewards are sigils, which is how a character ends up wearing more than the sixteen slots ought to allow.

Clans and player killing

Clans are opt-in, consequential and territorial. Joining one is done through a clan leader, each clan has halls of its own, ranks and subranks, and clan equipment that is noticeably better than the ordinary gear of its level — the compensation for being permanently flaggable. Player killing is gated to particular days, so the risk is a calendar as much as a choice, and a clan sigil can be taken from a body and worn by a rival. There is a fake-clan mechanism too, for characters who would rather not advertise who they answer to.

The arena and the coliseum

Two consenting players can challenge and accept their way into a formal death match: both are moved into one room, everyone else bets on the outcome, and the loser is restored rather than killed. The coliseum is the other fighting venue and it is solo — fight buys you a bout against a scaled opponent, and five wins there is one of the things a warrior's promotion trial asks for. The capture system feeds the same rooms: kill things with a capture weapon, fill one of ninety-two recipes held by the monster trainer, and you get a purpose-built boss to face one at a time.

An actual economy

There is one auction lot in the world at a time and everybody can see it, bid on it and heckle it. Beyond that there is a bank in the Grunting Boar Inn that pays compound interest every tick you are logged in and will change silver for gold at a surcharge; player-owned shops in the Solaris Bazaar that stock seventeen kinds of goods; player-owned houses bought outright with gold, complete with keys and titles; rent boxes and hotel rooms leased by the day; and thirty storage mobiles across the world who will hold things for you indefinitely.

Poaching and trophies

When something dies it leaves a corpse that remembers what it was, and poach <corpse> <part> cuts a trophy off it — a hide, a horn, an eye, a tooth. The part is rated for quality by the skill of the cut, and trade sells it to a poacher who wanted that particular thing. It is a parallel income stream to looting, and a reputation category all of its own, in both directions: there is a species poacher tally as well as a payout.

Pets, taming and training

A character can own up to ten pets — bought from pet shops, captured from the wild, or in the ranger's case built out of monsters they caught. Pets follow you, recall with you, take orders, are saved with your character and can be inspected with petaffects. A promoted ranger can train them further: bash, dodge, parry, sanctuary and more, at the travelling circus east of Solaris. Reputation is what buys the right to keep more than one at a time.

Traps

Two separate trap systems run at once. Area traps are laid by builders and aimed squarely at players: they fire on opening a door, entering or leaving a room, or examining the wrong object, and they cripple, blind, poison, entangle or restrain as well as damage. Ranger traps are the other kind — entrap builds a snare, a spiked pit, a poison net or an entangling vine out of what is lying around, and only mobiles trigger them. A ranger's detect trap and detect danger are the answer to the first kind and a requirement for their promotion.

Limit breaks

Take enough punishment — a hundred times your level in damage — and your limit break becomes available for one use. Every class has a different one, they are announced by the limit command, and the counter does not survive a logout, so a limit break is something you earn inside a fight rather than something you save up. The mage drops a meteor, the warrior pins a victim so their group can beat it, the ranger unloads every malediction at once with no saving throw, the warlock reads a spell straight out of somebody else's head and casts it back at them.

Games inside the game

There is a real deck of fifty-two playing cards you can draw from, deal round a table and read as poker or blackjack hands — and a promoted thief deals themselves a hand mid-fight and turns it into damage. There is a complete fifteen-by-fifteen Scrabble implementation with a hundred tiles, premium squares and the fifty-point bonus for playing all seven. There is a casino in New Thalos that only thieves can enter. All three are things you can buy your way into with quest points.

Guarded doors and scripted worlds

Nearly a thousand mobiles in the world carry the guard bit, standing in a room and deciding who may leave it and in which direction — checking for a key object, a class, a level, an alignment or a place you have not been yet. It is the cheapest access control the world has and it is everywhere. On top of that, three separate scripting engines run continuously: mobiles, objects and rooms each have their own triggers, their own command sets and their own evaluators, which is why the world reacts to being walked through rather than merely sitting there.

Building and living in it

The whole world is editable from inside the game through a full online creation suite — area, room, mobile, object, shop, reset and program editors — so areas are written by players who were promoted into builders, not by someone with a text editor and a restart. For everyone else there is the comfort layer: MXP for clients that speak it, aliases, a built-in pager, speedwalk strings for people playing over bare telnet, a hundred-plus configurable toggles, and copyover, which reboots the server without disconnecting anybody.

Section two

Areas

120 areas make up the world of Thera. Directions are given from Temple Square in Solaris — where recall puts you — wherever the game itself gives them. Level ranges are the builder's recommendation, not a rule.

Section three

Classes

Thirteen classes. Eleven of them have a promoted form; the druid and the engineer are still being built out. Each entry below gives the shape of the class and then the three abilities that most define how it is actually played.

Section four

Quests

Find a questman — the autoquestor lives in the Grunting Boar Inn, south and east of recall — and type quest request. You get one of six kinds of job, drawn unevenly so that some show up far more often than others, and a countdown to finish it in.

The six kinds of quest

Kill

15–30 minutes · the most common draw

The questman names something alive and standing somewhere in the world, and tells you which area and room it was in when he looked. It is the only quest type whose target is a real creature rather than one built for the occasion, so a wanderer may well have moved on by the time you arrive. Anything that sells, trains, heals, banks, forges or hands out quests is off the list, as is anything immune to both weapons and magic, so the target is always something you could in principle fight. A kill by a charmed follower counts as yours if you are standing there.

Object

10–15 minutes

One of five distinctive quest objects is dropped in a room somewhere inside a named area, and you have to go and fetch it. You are told the area and the room; the object is not guarded and not hidden, so this is a travel-and-navigation problem rather than a fight. The object survives the quest by about a minute, so a late arrival is genuinely late.

Letter

10–15 minutes

A messenger is spawned somewhere in the world and you are handed a sealed letter to deliver to them. The letter is bound to that specific messenger rather than to the kind of messenger, so two players running letter quests at once cannot accidentally complete each other's. Hand it over with give, then report back.

Escort

10–15 minutes · the hard one

Somebody is placed in your care and has to reach a named room alive. They are fragile, they follow you into whatever you walk into, and if they die the quest is over — one round with an aggressive mobile is usually enough. The received wisdom is to scout the route first, clear anything hostile out of the way before bringing your charge through, and lean on detect danger or a bard's lullaby if you have access to either. Picture yourself as the secret service and your escort as the president.

Word

Countdown scales with the word's length

The questman picks a word out of some room's description somewhere in the world and tells you what it is. You then have to bring him objects whose names begin with the letters of that word, in order — a five-letter word means five objects, first letters spelling it out. Inventory order is what is read, so drop and re-take your objects last letter first, and use mark <object> <letter> to nominate which letter an ambiguous object is standing in for. Restrung objects, worn objects, quest items and anything more than sixty levels below you are all refused. Nothing stops you preparing a stock of letters before you ever ask for the quest.

Collector

15–25 minutes · level 10 and up

You are named a type of item — a weapon of a particular kind, armour for a particular slot, or something more exotic — and asked for anywhere from four to twenty-four of them. Every item must be a different item of that type; two identical small steel swords count once. Weapons and armour come up far more often than anything else. This is the one quest type that pays by what you bring rather than by the clock: two points each for the first ten items, one each after that, and bonuses of a half point to three points per item according to its level, up to a ceiling of seventy-five points.

What a completed quest pays

  • Gold — 25 to 150 on most quests, up to 200–220 on word and collector quests.
  • Quest points — roughly 15 to 35, plus a bonus of one point for every five minutes you had left on the clock. A word quest pays three points a letter, capped at 50; a collector quest is paid by the haul and capped at 75.
  • Practices — a one-in-twenty chance of one to three free practices on top.
  • Reputation — each distinct kind of quest object you are ever handed is worth a pending reputation point, for the first four kinds.

Then you wait three to seven minutes before you may request another. Failing a quest on purpose with quest fail costs ten quest points and ten minutes — and you are not allowed to fail one if you have fewer than ten points, so your very first quest has to be finished or waited out. Simply running out of time costs nothing. Logging out mid-quest discards it silently.

The reward shelf

quest list at any questman prints the stock; quest buy <name> spends the points. Nothing here checks your level, class, race or alignment — the only gate is the point total. Most of these are sigils, which attach to ordinary equipment rather than occupying a slot of their own.

Quest point rewards, cheapest first
CostRewardWhat it is
100A deck of playing cardsFifty-two real cards for poker and blackjack at a table.
100A scrabble boardA full board and bag — you need to be high enough level to carry a hundred and two items to take delivery.
300Solar Eclipse Restring TokenRenames and re-describes one carried object, and stamps your ownership on it.
400Rune of EnlightenmentA ring.
400Rune of AlacrityThe other ring.
450Decanter of Endless WaterNever be thirsty again.
800Pendant of the TitanSigil.
800Gills of LeviathanSigil — the underwater areas stop being lethal.
1000Hermes SigilBoots.
1300MorpheusSigil: permanent invisibility, immunity to locate life, worn in any slot but the weapon hand. Neutral and evil characters additionally regenerate twice as fast at night and draw six times as much life from vampiric weapons.
1500Merlin's HourglassA floating item that adds mana and has two modes: press the blue button and spell effects on you burn out twice as fast, press the red one and they last twice as long.
1800Valkyrie SigilHelmet sigil.
2000Insignia de SecrecySigil: conceals your equipment and your battle status from onlookers, gives permanent hiding, and makes you five times as likely to shrug off a breath attack.
2500Abyssal GreavesLeg sigil.
3000Cursed SealSigil, and arrives cursed. Feed it a hundred kills and take it to the right altar and it becomes something else entirely.
3600Crest of HolinessSigil.
5000Jewel of Eternal LightSigil: permanent detect magic and eight scaling resistances — poison, negative, holy, energy, disease, light, sound and void — sized to the wearer's level.
5000Mark of the MightyGauntlet sigil: +10 strength, +5% to every one of the eighteen damage types, hitroll and damroll scaled to level, permanent talon, and a periodic mighty blow.
8000Hand of FateA morphing weapon. It recomputes its own dice from your level on every blow and rewrites its attack type each swing to whatever the thing you are hitting resists least.
8000Hand of DoomThe same weapon under a darker name — and the one you get if you type just hand.
1000Thirty practicesBought outright.
1000Fifty thousand goldBought outright.

Reward names are matched by prefix and the shop is walked top to bottom, so short words land on whichever branch was written first: hand buys the Hand of Doom, rune buys Enlightenment, and g buys the hourglass. Type the whole name.

Immortal-run quests

Alongside the autoquestor, immortals run set-piece quests by hand: morph quests where an immortal switches into a mobile and has to be found, scavenger hunts scattered across the whole world against a deadline, body-part hunts, and full-scale invasions of Solaris. The Labyrinth is a permanent one — a maze area open to any level, entered by asking an immortal to set you up, and navigated with skill, luck and a small bag of tokens.

Section five

Mining

Getting into the ground

Mining needs three things: the mining skill, a shovel or a pick, and an ore deposit under your feet. The starting kit is west of the temple in Solaris — the Solaris Mining Company stocks both a Miner's Shovel and a Miner's Pick at fifteen hundred gold each, and the salesman keeps hours, opening at one in the morning and shutting at eight in the evening. Hold the tool and type dig.

You do not have to keep typing. One dig pays out immediately and then schedules the next one automatically, and it will carry on that way until your movement runs out, until you get hungry, or until you type dig stop. Being lagged suspends the whole thing. Mining unattended is against the rules and is punished with jail time, so do not walk away from it.

dig <direction> is a different command entirely: it digs at a wall rather than at the floor, and it is how buried exits are opened up.

Finding the ore

Deposits do not announce themselves. A prospector will tell you where to look, for a fee — prospect <material>, and he reports on up to three known deposits of it. How much he tells you narrows as the material gets better: a common material gets you the area and the room, a rare one gets you the area and sometimes the room, and a precious one gets you the area alone. Legendary materials he simply will not discuss, and refined or combined materials he refuses for free, because they are not found in the ground at all. There is exactly one prospector in the world and he stands next door to the mining shop in Solaris.

Deposits are finite and shared. Each dig takes one load off the vein, and when it is empty it collapses and is gone until the world regenerates it — so a well-known deposit on a busy night is not the sure thing it looks like. The Mines of Moria are the traditional place to go looking for more.

What a dig actually pays

An ore holds four materials arranged worst to best, and one roll decides both whether you got anything and which rung of the ladder you got. Fail the roll and you get mud and sand; do well and you climb.

  • ≤ 50 Mud and sand — nothing worth keeping
  • 51–70 The first and worst material
  • 71–85 The second
  • 86–95 The third
  • 96+ The fourth — the best the vein holds

Your mining bonus is added to that roll, so it shifts the whole ladder upward and shortens the delay between digs. It comes from equipment carrying a mining bonus, and dwarves get twenty points of it for free.

And what it is all for

What you pull out of the ground arrives in your inventory as an alloy — a single lump that grows as you dig, weighed in pounds and divisible when you want to hand some to a friend. Alloys are raw material, and everything you do with them happens at a forger.

  • Appraise — the forger totals up what you are carrying and tells you what could be made from it.
  • Refine — burn quantity for quality. You always end with less than you started, and some of the best materials exist only as refinements and are never found in ore at all.
  • Combine — merge two different materials into a third, usually stronger and more durable one. Which combinations work is left for players to discover.
  • Forgeforge <material> <equipment type>. The more material a piece demands, the better its stats, with a deliberate element of chance in the finished quality.
  • Melt — regret is recoverable. A forger will melt a piece back down so you can make something else, at a loss.

No single forger works everything. Griswold handles tin, copper and bronze; the dwarf in the Diamond Forest handles emerald, sapphire and diamond; Hephaestus does iron, ruby and mithril; the Old Pirate in the Sea of Sorrows does coral, pearl and aquamarine — and there are twenty more besides. Finding the smith who works your material is part of the craft.

Section six

Promotion

When you have the experience and your guildmaster agrees you are ready, you may promote. A promotion class is a better version of the original with skills of its own, and reaching one is the work of a level range rather than an afternoon.

How it works

Go to your own class trainer and type advance. Anyone may type it at any level; only a character actually able to promote will hear anything useful. What you hear is a list of whatever is still missing, and it is not just levels — a trial typically wants several skills at a full hundred percent, one or more permanent stat floors, and proof of work: an item you can only have if you went somewhere specific and did something specific there. The paladin's trial hands over a key to Metatron's Clock. The ranger's sends you into the Forest of Illusion. The warrior's wants five wins in the coliseum.

Because the guildmaster speaks the requirements out loud, anybody standing in the room hears them. Promotions are meant to be completed by the character being promoted — hints and suggestions are fine, being walked through the area is not, and the stated punishment ladder runs jailing, deletion, banning.

Only one promotion's benefits can be active at a time. A character who has remorted and promoted more than once picks which set is live with the choose command. Every promotion also awards reputation, from twenty points up to fifty depending on the class — but only the first time you take that particular class.

The eleven promotions

ClassBecomesRep
WarriorGladiator25
RangerTrainer25
ThiefGambler30
TemplarSavior40
NecromancerLich40
BardStormchanter40
MonkMaster Monk40
WarlockCabalist40
BladesingerBlademaster50
PaladinCelestial Knight50
MageWizard — white, black or grey20–40

The druid and the engineer have no promotion trial yet. Their promoted names — summoner and inventor — are written down and waiting.

What each promotion gives you