A heavily modified ROM 2.4 MUD

Solar Eclipse

Eleven classes, over a hundred and fifty 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.

Play now

game.solareclipsemud.org:4321

Point any MUD client at that address and port — Mudlet, MUSHclient, TinTin++ 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 game.solareclipsemud.org 4321. On Windows, telnet is an optional feature — enable it, or use 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.

Start here Browse the world

Section one

Getting started

Connect, answer eight questions, and you are standing in mud school. This is what those questions mean and what to do in the half hour after them.

  1. Connect

    The address is game.solareclipsemud.org, port 4321. Nothing to install and no account to make first — connect, give a name nobody is using, and the game starts building a character around it.

  2. Pick a client (or don't)

    Any MUD client works, and the game is written to be pleasant in all of them. Mudlet is the usual recommendation for a first client — free, cross-platform, and it handles colour and scripting without configuration. MUSHclient is the long-standing Windows alternative, and TinTin++ is the one to reach for on Linux or macOS if you live in a terminal. On Android, Fado and Nexus both connect. Point whichever you choose at game.solareclipsemud.org port 4321. There is nothing to configure beyond that.

    If you land on Mudlet, there is a ready-made interface for it — panels for your affects, the channels, the map and your vitals, all fed by the game itself. Download the Mudlet package →

    Plain telnet game.solareclipsemud.org 4321 is a first-class way to play here, not a fallback: the server ships a built-in pager and speedwalk strings precisely for people on bare telnet. On Windows, telnet is an optional feature you have to switch on, or use PuTTY in raw mode against the same host and port.

    Two things worth turning on once you are in: colour, if your client speaks ANSI, and config, which lists a hundred-odd toggles for how much the game tells you. Clients that support MXP get clickable exits and commands for free.

  3. Answer the eight questions

    In order: name, confirm it, password twice, race, sex, class, alignment (good, neutral or evil), then “Customize (Y/N/help)?”, then a starting weapon from the ones your class can already use. help at the race prompt shows a race's stats, resistances and free skills before committing — the same numbers are laid out in the Races section.

  4. The customise question is not the free option

    Answering N is not “skip the complicated part”. It buys your class's default skill group, and that group costs creation points like anything else — often more than you would have spent choosing groups yourself. Answering Y shows you every group with its price and lets you build the character deliberately. Both roads spend points; only one of them tells you what you are spending.

    Why it matters: the first forty creation points are free, and the forty-first puts you on a steeper experience formula for the life of the character. See Races for what that cliff actually costs.

  5. You start in mud school

    New characters open in the Solar Academy, not in the city. It is a real area with a tutorial corridor for the basics, demonstration rooms for every class, and training grounds split good, neutral and evil. Walk it — it is the only place that hands you equipment and explains the interface at the same time. There is a full map of every room in it on the areas page.

  6. Train WIS and CON before anything else

    You get one training session per level, spent at a trainer with train <stat>. One session raises one attribute, or adds ten hit points or ten mana. Here's the recommended order: WIS first, then CON — wisdom decides how many practice sessions each level gives you, constitution decides your hit points, and intelligence decides how much each practice session teaches. Spend early sessions on the stats that compound.

  7. Practice takes you to 75%, then fighting takes over

    practice alone lists everything you can do and how well. practice <skill> at your guild master improves it — but only as far as 75%. Past that the only way up is to use the skill in earnest, over and over, until it improves on its own. Unused sessions keep, so there is no rush to spend them badly.

  8. Set a wimpy, and know what dying costs

    wimpy with no number sets the threshold to a fifth of your maximum hit points; below that you flee automatically, unless you are locked in a wait state from casting or being bashed. Death itself is survivable: you reincarnate at the Temple of the Sun, and your corpse — carrying everything you had — is moved to the Graveyard, four rooms north of recall. You lose two thirds of the way back through your current level, and every spell on you is cancelled. Corpses decay, so go and get yours.

  9. Then pick a direction

    recall puts you on Temple Square from anywhere. From there Main Street runs gate to gate, the Market Square shops sell the basics, and the areas below are sorted by the level band their builder recommended. Start in the 1–20 band, use the autoquestor when you want a target, and read the features list when you are ready for mining, clans, promotion or a house of your own.

Section two

MUD features

Solar Eclipse is two decades of building on top of a stock ROM 2.4 package, and almost none of what follows came with it. These are the systems the game grew for itself.

The overworld

A hundred and fifty-four overworld maps link edge to edge into one continent, 275 cells across and 210 down, with area entrances scattered over it. You walk it the same way you walk anywhere else.

See the whole of Thera →

Promotion classes

At level 120 a character can return to their guildmaster and 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 eleven 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 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 — somebody 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.

Equipment sets

Most gear in the world is interchangeable, and for two decades finishing a wardrobe did nothing. Eighteen sets now change that: assemble one and it grants something no single piece of it does — a skill that costs you less lag, an extra attack at the end of the round, damage turned back on whoever struck you, resistance that applies whatever the blow was made of.

Seven of the eighteen pay out in proportion. Those have a minimum number of pieces that earns anything at all, and from there the bonus grows with every slot you fill rather than arriving all at once — so a half-assembled set is worth wearing while you hunt for the rest. The other eleven are all or nothing.

Completion is counted in slots filled, not items owned. Several sets carry two pieces that compete for the same slot, so a bag full of the right things is not the same as wearing them. Your equipment listing shows how far along you are on every set you have started, and names the ones you have finished.

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.

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. It is also where the capture system cashes out.

Capture

Wield a weapon with the capture flag and everything you kill starts going on a list. The monster trainer holds ninety-seven recipes, and each one is an area's roster: catch the whole bestiary of a place and the trainer builds you that area's boss out of it. capture chat at the trainer claims the first recipe you have filled, capture all lists what you are carrying, capture boss lists what you have earned, and capture fight drops you and a live copy of one of them into a coliseum room — where the monster swings first, nobody earns experience, and an audience can watch from the gallery. A promoted ranger can spend a capture differently: capture train turns it into a pet instead of an opponent. The one thing you cannot do is catch a boss: being produced by a recipe never puts a monster on anybody else's shopping list.

Houses, land and titles

A character with enough gold can buy property outright, and it is built for them: you write to the immortals saying how much land you want, what comforts you would like and what the rooms should look like, and it is attached to the housing suburb north-west of Solaris. What you spend buys a title as well as the walls, on a published ladder — five hundred thousand gold makes you Sir or Lady, a million Lord or Dame, and it climbs through Earl, Duke and Baron to Prince at five million and King at ten. A house shared between two people splits the value down the middle for title purposes, which the rules note is not open to argument. Your own banker, trainer and healer can be hired to live in it with you.

Player-owned shops

You can own the shop as well as shop in it. A shop is commissioned by note: you supply your shopkeeper's name, the coloured name players will see, the line describing them as you walk in, a backstory if you want one, the room description, every co-owner, and the five categories of goods they will trade in — chosen from a list of twenty-odd that runs from weapons and armour through potions, instruments, boats, portals, warpstones, gems and jewellery. A hundred thousand gold falls due when the shop opens and it costs four thousand silver a month to keep the doors open. One player may hold up to five. They stand in the Solaris Bazaar, which is the one district whose contents change with the population rather than with the reset timer.

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 belong to the world and are aimed squarely at you: 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 full game of chess — every rule of it, on a board you carry, against another player or against an engine that plays at ten different strengths, and a second engine beside it playing xiangqi — Chinese chess, with the horse's leg, the cannon's screen and the flying general all enforced. There is a casino in New Thalos that only thieves can enter.

The deck, and what a hand looks like →
The Scrabble board, and how to play it →
The chessboard, and a game played out on it →
The xiangqi board, and the rules that are not chess's →

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.

Two hundred and fifty-six colours

Most MUDs draw in the sixteen colours ANSI handed out thirty years ago. This one has the full 256-colour range as well, and color palette lays the whole of it out at once — the sixteen old ANSI colours, the 6×6×6 colour cube and the twenty-four greys, every number printed on its own colour in whichever of black or white can be read against it. Ink is written {[f###] and the ground behind it {[b###], three digits always. The old short codes still work alongside them.

color xcolor spells the codes out instead of drawing them, which is how you find the number of a colour you have seen somewhere and want for yourself; and color on its own turns the lot off for a client that would rather do without. The place to go and look is Kupo Hollow, which is painted throughout — the moogle village tells its four quarters apart by colour and by nothing else.

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 three

Classes

Eleven classes each with their promoted form.

Those are the three abilities that characterise each class. For the whole list — every skill and spell in the game, the level each class learns it at, its mana cost and its lag — see the skills and spells reference, or search the help files for anything else the game documents.

Section four

Races

Twenty-six of them, and the choice is not cosmetic. A race fixes what you start with, what you can ever train a stat up to, what damage types bounce off you, what goes straight through, which skills you know before you have learnt anything, where hometown sends you — and how much experience every level will cost for the rest of the character's life.

Two numbers worth understanding before you pick

Creation points. Every race has a price, from the centaur at three to the thri-kreen at forty, and skill groups are bought with the same currency. The first forty points are free — but that is a cliff, not a slope. At forty or under, experience per level is a flat thousand and the race multiplier below is rounded away to almost nothing. Go one point over and you land on an entirely different formula: the cost is built up from a thousand in doubling increments, and the multiplier then applies in full. A forty-point race has spent the whole allowance before you buy a single skill.

The class multiplier. Each race pays a different experience rate for each class, given as a percentage of the human rate. 100 is standard; 140 means every level costs forty percent more, forever. Lower is better, and the cheapest classes for each race are listed on its card.

Section five

Quests

Find a questman — the autoquestor lives in the Grunting Boar Inn, south and east of recall — and ask with 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, so a long haul of good items is worth far more than a quick one.

What a completed quest pays

  • Gold — a useful purse, and more of it for the harder kinds.
  • Quest points — the currency the reward shelf runs on, with a bonus for every stretch of time you had left on the clock. Finishing quickly pays. Word and collector quests are scored their own way and pay the best of any.
  • Practices — now and then, a few free practices on top.
  • Reputation — the first few distinct kinds of quest object you are ever handed each earn a pending reputation point, so early variety is worth something.

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, plus 100 tiles — all objects you can interact with
300Solar Eclipse Restring TokenRenames and re-describes one carried object, and stamps your ownership on it.
400Rune of EnlightenmentSigil for ring, good stats
400Rune of AlacritySigil for ring, permanent haste
450Decanter of Endless WaterNever be thirsty again.
800Pendant of the TitanSigil for necklace, good stats
800Gills of LeviathanSigil — the underwater areas stop being lethal.
1000Hermes SigilSigil for footware, perm haste.
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 SigilDetections.
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, stats
3000Cursed SealSigil, and arrives cursed. Need to uncurse it first.
3600Crest of HolinessSigil on armor? Perm sanctuary
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 ask for 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. Give the whole name.

Immortal-run quests

Alongside the autoquestor, immortals run set-piece quests by hand: morph quests where an immortal takes the shape of somebody in the world 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 six

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 dig.

One dig and you keep digging. There is no need to repeat it — you carry on until your movement runs out, until you get hungry, or until dig stop. 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 a single roll decides both whether you got anything at all and how far up that ladder you reached. A poor dig turns up mud and sand. A good one climbs, and the very best digs bring up the finest thing 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.
  • Forge — forge <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 seven

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 advance. Anyone may try 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

What each promotion gives you

Where this game comes from

In 1990, five students at DIKU — the computer science department of the University of Copenhagen — wrote a game and gave it away. DikuMUD was not the first MUD, and not the most sophisticated. What it was, by a distance, was the easiest to run: where its rivals expected you to learn a programming language before you could open a world, Diku you could have serving players by the evening. Thousands of worlds followed.

Solar Eclipse is one of them, three generations down. Merc came off Diku in 1992, Rivers of MUD came off Merc in 1993, and this world has been running since 1995.

The rest of the family went a different way. Raph Koster — who designed Ultima Online and later ran creative on EverQuest II — credits Diku's gameplay as the direct inspiration behind EverQuest, World of Warcraft and Ultima Online. Every tank, every healer, every pull and aggro list in every MMO since leads back to the same Copenhagen source.

So this isn't a curiosity sitting beside those games. It's the shape they were all drawn from, still running in the original. The five names are still in here — help diku.

Vote for Solar Eclipse

Almost everyone who finds a MUD these days finds it through a listing site, and MudVerse ranks by votes. The count resets at the start of every month, so a vote cast now counts toward this month's standing and nothing after it — which means a handful of regulars voting is worth more than a big number gathered years ago.

If the game has been good to you, this is the cheapest way to pay it back. It puts Solar Eclipse in front of people who have never heard of it.

Vote on MudVerse See the listing