Star Wars Mud (SWmud)

     

Still going after 20 years!! SWMUD is set in the Star Wars universe. There is no set time-period for the MUD, and areas may range from Imperial era through Yuuzhan Vong era. Role playing is not required. Player killing (PK) is restricted to those who sign up for it. The MUD consists of over 40 large planets and space stations, including Borleias, Korriban, Kessel, and Dantooine, as well as the more well-known planets from the movies.

We have 10 guilds: assassin, bounty hunter (BH), diplomat, jedi (light or dark/Sith), mercenary, merchant, pilot, scientist, slicer, and smuggler. Each guild comes with an average of 25 unique skills. Player can choose three guilds for their character, with the option of taking a fourth guild at higher levels. Characters taking either assassin or bounty hunter as a guild are forced to be player killers, while characters with Diplomat as a guild are not allowed to be player killers presently. We have recently added 8 new player races, for a total of 31 playable races now. Playable races include Aqualish, Chiss, Clawdite, Echani, Mon Calamari, Twi'lek, and Wookiee. Each race comes with two unique racial skills and additional inherent bonuses.

All players are allowed to create up to two characters to begin with and have the ability to earn additional alternate characters (via unique monster kills, skills achievements, or being PK), for up to a total of 5 characters. We have movable vehicles, ranged combat, and an extensive space combat system. You can also build your own ship that is stored safely when you are not playing. The mud has newsgroups for players to post ideas and discuss various issues on the mud. Quests are not required for advancement, though a few will significantly help in advancement. The help files are very extensive. A special newbie simulator exists with several areas to help new players get started, including Newbie School upon character creation (though you can leave early if you're careful). Players can apply to become a coder after reaching levels 15/10/10.

For more information, please visit our website at http://www.swmud.org


Mud Theme: Star Wars

Star Wars Mud (SWmud) Mud Reviews

9 reviews found, Post a review

Review posted by Akuta
Posted on Wed Jan 31 10:05:55 2018 / 0 comments
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Swmud is by hands down the -best- starwars mud out there and I have tried almost all of them, Swmud is 100% original and nothing stock like you see on other starwars muds especially ones you see on SWR codebase or a diku type. Awesome thing about Swmud is that its LP codebase (I prefer LP muds over diku types, including rom, circle, etc..) and taking into consideration the status of most muds, Swmud usually has at least 10 people on at all hours of the day/night regardless of time zone and usually peaks to about 20 people now a days. Everyone on the mud is extremely friendly and helpful and everyone tries to help out every new player that finds their way over. Swmud is not one of those muds that is left in the dust as a 'finished' mud because Swmud has an excellent staff of active coders who are constantly adding new areas, items, tweaking and bug fixing(not that there are alot of bugs) or implementing some player ideas. ..

SWmud is not a heavy roleplaying environment (it's almost nonexistent, in fact). Player-killing is restricted. Quests are not required for advancement, though some will be beneficial to that end.

The mud currently has around 40 very large planets and space stations, with more being added each year. However, if your interests lie more in Space, SWmud has a 3-D space flight system unlike anything you might find elsewhere.

New characters start in the creation process where they choose one of 31 current races, set up their attributes (Strength, Dexterity, Mechanical, Technical, and Force), and choose their team (Rebel, Imperial, or Neutral). Once set up, they continue by going through a newbie school to introduce them to the most basic commands that they will need to know, as well as how to find more useful information should they need it. After that, they have access to a Newbie line to ask questions of Newbie Helpers (NHs) until they reach level 6.

Once you leave Newbie School, you can choose up to 3 of 10 guilds (Assassin, Bounty Hunter, Diplomat, Mercenary, Merchant, Pilot, Scientist, Slicer, Smuggler, and Jedi [with some restrictions]). Each guild comes with a variety of skills that you receive as you gain levels. Each race also comes with 2 racial skills. As you use skills, you gain skill proficiency.

From there, newbies (levels 1-4) have the option of going into the Newbie Simulator environment to find monsters (and quests) of their level, or they can venture out on shuttles into the universe for equipment and experience.

Equipment is not saved on SWmud, but it's OK because good equipment isn't too hard to come by when the mud reboots (every 7 days currently), at least not until you get into the High Mortal levels (20-50). Rebel and Imperial teams also have donation bins where team members may donate or borrow equipment left for the team, assuming they meet the donation restriction of the item.

Diplomat players who reach level 15 may petition to join the Player Council, which has some ability to help police players, as well as to marry/divorce players and create/remove Newbie Helpers. Use of these commands is strictly monitored for abuse.

And for those wishing to become a Jedi - you can. There are some restrictions: - You cannot start out with Jedi as your primary guild, only as a secondary. - You must reach level 5 before you can find a Jedi Master (an NPC) who will instruct you in the Jedi or Dark arts. - Before the Jedi Master will teach you Jedi skills, you must find a High Mortal Jedi sponsor (a player) who will accept you as a padawan or apprentice. Most HM Jedi players have information regarding their own personal requirements of padawans/apprentices in their descriptions.

Partying, or grouping, is available and encouraged with a EXP boost, though you can easily go off on your own to explore new places and/or gather experience for yourself. SWmud has an extremely versatile environment.

All of this information and more you can find on the extensive SWmud web site: http://www.swmud.org. You can essentially learn almost everything there is to know about playing SWmud from the web site before you ever create a character.

Many people have found it to be a wonderful experience. The mud has been around since 1994, and so have some of the players. If you really like the Star Wars universe, you'll really love SWmud!

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Review posted by Spuds
Posted on Mon Nov 18 09:08:48 2013 / 1 comment
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Too many rules. Not enough guidance. VERY FIRST 'quest' is to find some doctor at some place not on the map.

Rules require that you cannot ask for help finding places. Admins begged for reviews on mudconnector.com Here's your review: Game is too hard to play, and the rules don't make you sound friendly enough to ask for help.

Deleted my character after 1.5 hours of walking around.

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Comment posted on Sat Nov 16 03:42:17 2013 by Kalinaar:
     

In all honesty - 1.5 hours of play is hardly a sufficient amount of time to present a fair assessment of a MUD that has almost twenty years of history. This review is basically one big error since the reviewer is incorrect in everything he has said. There is no 'first quest' since the MUD is open ended. It offers a newbie academy to show those new to mudding and new to the MUD the basics and gives you some direction to our newbie simulator. The newbie simulator itself has about 14 different areas to explore, each of which has it's own quests. So, there is no 'first quest'. With that said, quests on SWMUD are secret. Not being able to complete a quest though doesn't cripple your character in any way shape or form. In the many many years I've been playing SWMUD I have not been much of a quester and yet I have achieved the highest levels possible and am still enjoying this MUD above all others.

In response to 'game is too hard to play' I'm not really sure where that is coming from. Our present staff is the friendliest staff I have seen on this MUD since I started playing. I've posted two petitions in the last few months where I needed a wiz to speak to me privately and both times I was answered almost immediately and the problem was resolved. The best advice that I can offer this reviewer is that based on the tone and the content of your review, perhaps you are just lacking patience. Text based games are nothing like playing your Xbox. Most MUDs have secret quests because they don't want you to be able to go on gamefaqs and automatically be able to solve a quest puzzle that took a coder several months of well thought out planning to complete, especially if the quest reward gives you something quite valuable. If you don't have the patience for questing then don't quest. It's that simple.

Review posted by Mordion
Posted on Fri Jul 5 14:42:18 2013 / 0 comments
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I've been playing SWMUD for 16 years now off and on usually taking breaks now and again. It has always been my favorite MUD of the dozens that I've played.

SWMUD has a unique class system in the form of guilds. Each player may have up to 4 guilds total two of which may go beyond level 19 and become what is known as a high mortal. The remaining two guilds must stay at level 19.

I'll admit in the past I was much less satisfied with SWMUD's staff. The HM quest was closed for several years and as it was pointed out in a previous review comment by Hanse, this is likely what led to the population drop.

After a recent break from SWMUD (less than a year) I returned to find that we had a whole new group of wizzes and in the short time I was gone they added several new planets, tons of new awesome equipment, many new and exciting quests and there is even a new space 2.0 system in the works.

The new group of wizzes is also extremely friendly and willing to help answer any questions a new player or returning player may have. SWMUD has always been a great MUD but with the addition of the new staff, this is honestly the best MUD around hands down.

For those interested in player killing, SWMUD once again destroys every other MUD. This is not a MUD where you enter a room and /kill and hit the occassional skill. SWMUD's PK system is very intricate and highly skill based. There are also two guilds (assassin and bounty hunter) that are PK only.

I would recommend SWMUD to anyone who likes the Star Wars saga but also to those who are just looking for a MUD that isn't full of stock coding. SWMUD is completely customized and it leaves a lot of room for everyone's unique play style.

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Review posted by Jericho
Posted on Thu Apr 26 16:57:48 2012 / 0 comments
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Swmud is by hands down the -best- starwars mud out there and I have tried almost all of them, Swmud is 100% original and nothing stock like you see on other starwars muds especially ones you see on SWR codebase or a diku type. Awesome thing about Swmud is that its LP codebase (I prefer LP muds over diku types, including rom, circle, etc..) and taking into consideration the status of most muds, Swmud usually has at least 10 people on at all hours of the day/night regardless of time zone and usually peaks to about 30 people now a days. Everyone on the mud is extremely friendly and helpful and everyone tries to help out every new player that finds their way over. Swmud is not one of those muds that is left in the dust as a 'finished' mud because Swmud has an excellent staff of active coders who are constantly adding new areas, items, tweaking and bug fixing(not that there are alot of bugs) or implementing some player ideas. ..

SWmud is not a heavy roleplaying environment (it's almost nonexistent, in fact). Player-killing is restricted. Quests are not required for advancement, though some will be beneficial to that end.

The mud currently has around 40 very large planets and space stations, with more being added each year. However, if your interests lie more in Space, SWmud has a 3-D space flight system unlike anything you might find elsewhere.

New characters start in the creation process where they choose one of 21 current races, set up their attributes (Strength, Dexterity, Mechanical, Technical, and Force), and choose their team (Rebel, Imperial, or Neutral). Once set up, they continue by going through a newbie school to introduce them to the most basic commands that they will need to know, as well as how to find more useful information should they need it. After that, they have access to a Newbie line to ask questions of Newbie Helpers (NHs) until they reach level 6.

Once you leave Newbie School, you can choose up to 3 of 10 guilds and another guild once you reach level 25/25/19 (Assassin, Bounty Hunter, Diplomat, Mercenary, Merchant, Pilot, Scientist, Slicer, Smuggler, and Jedi [with some restrictions]). Each guild comes with a variety of skills that you receive as you gain levels. Each race also comes with 2 racial skills. As you use skills, you gain skill proficiency.

From there, newbies (levels 1-4) have the option of going into the Newbie Simulator environment to find monsters (and quests) of their level, or they can venture out on shuttles into the universe for equipment and experience.

Equipment is not saved on SWmud, but it's OK because good equipment isn't too hard to come by when the mud reboots (every 5 days currently), at least not until you get into the High Mortal levels (20-50). Rebel and Imperial teams also have donation bins where team members may donate or borrow equipment left for the team, assuming they meet the donation restriction of the item.

Diplomat players who reach level 15 may petition to join the Player Council, which has some ability to help police players, as well as to marry/divorce players and create/remove Newbie Helpers. Use of these commands is strictly monitored for abuse.

And for those wishing to become a Jedi - you can. There are some restrictions: - You cannot start out with Jedi as your primary guild, only as a secondary. - You must reach level 5 before you can find a Jedi Master (an NPC) who will instruct you in the Jedi or Dark arts. - Before the Jedi Master will teach you Jedi skills, you must find a High Mortal Jedi sponsor (a player) who will accept you as a padawan or apprentice. Most HM Jedi players have information regarding their own personal requirements of padawans/apprentices in their descriptions.

Partying, or grouping, is available and encouraged with a EXP boost, though you can easily go off on your own to explore new places and/or gather experience for yourself. SWmud has an extremely versatile environment.

All of this information and more you can find on the extensive SWmud web site: http://www.swmud.org. You can essentially learn almost everything there is to know about playing SWmud from the web site before you ever create a character.

Many people have found it to be a wonderful experience. The mud has been around since 1994, and so have some of the players. If you really like the Star Wars universe, you'll really love SWmud!

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Review posted by Berserker
Posted on Mon Jan 5 19:58:31 2009 / 0 comments
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SWmud (the original Star Wars MUD) is one of the most original and friendly muds I've been on. The code base is a HEAVILY modified LP-mud. While SWmud doesn't follow a specific timeline or event, most of the areas are set anywhere between the time period of the original trilogy and up to 10 years later.

SWmud is not a heavy roleplaying environment (it's almost nonexistent, in fact). Player-killing is restricted. Quests are not required for advancement, though some will be beneficial to that end. Players are not allowed to have multiple characters or to use scripts via telnet clients, such as zMud.

The mud currently has around 40 very large planets and space stations, with more being added each year. The most recently opened planet is Af'El, the Defel homeworld. However, if your interests lie more in Space, SWmud has a 3-D space flight system unlike anything you might find elsewhere.

New characters start in the creation process where they choose one of 21 current races, set up their attributes (Strength, Dexterity, Mechanical, Technical, and Force), and choose their team (Rebel, Imperial, or Neutral). Once set up, they continue by going through a newbie school to introduce them to the most basic commands that they will need to know, as well as how to find more useful information should they need it. After that, they have access to a Newbie line to ask questions of Newbie Helpers (NHs) until they reach level 6.

Once you leave Newbie School, you can choose up to 3 of 10 guilds (Assassin, Bounty Hunter, Diplomat, Mercenary, Merchant, Pilot, Scientist, Slicer, Smuggler, and Jedi [with some restrictions]). Each guild comes with a variety of skills that you receive as you gain levels. Each race also comes with 2 racial skills. As you use skills, you gain skill proficiency.

From there, newbies (levels 1-4) have the option of going into the Newbie Simulator environment to find monsters (and quests) of their level, or they can venture out on shuttles into the universe for equipment and experience.

Equipment is not saved on SWmud, but it's OK because good equipment isn't too hard to come by when the mud reboots (every 75 hours currently), at least not until you get into the High Mortal levels (20-50). Rebel and Imperial teams also have donation bins where team members may donate or borrow equipment left for the team, assuming they meet the donation restriction of the item.

Diplomat players who reach level 15 may petition to join the Player Council, which has some ability to help police players, as well as to marry/divorce players and create/remove Newbie Helpers. Use of these commands is strictly monitored for abuse.

And for those wishing to become a Jedi - you can. There are some restrictions: - You cannot start out with Jedi as your primary guild, only as a secondary. - You must reach level 5 before you can find a Jedi Master (an NPC) who will instruct you in the Jedi or Dark arts. - Before the Jedi Master will teach you Jedi skills, you must find a High Mortal Jedi sponsor (a player) who will accept you as a padawan or apprentice. Most HM Jedi players have information regarding their own personal requirements of padawans/apprentices in their descriptions.

Partying, or grouping, is available and encouraged, though you can easily go off on your own to explore new places and/or gather experience for yourself. SWmud has an extremely versatile environment.

All of this information and more you can find on the extensive SWmud web site: http://www.swmud.org. You can essentially learn almost everything there is to know about playing SWmud from the web site before you ever create a character.

Many people have found it to be a wonderful experience. The mud has been around since 1994, and so have some of the players. If you really like the Star Wars universe, you'll really love SWmud!

Post a comment
Review posted by Berserker
Posted on Wed Sep 10 19:42:33 2008 / 0 comments
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New to doing mud reviews or any reviews on any game, but let's put that aside and I'll try my best.

I've been playing Swmud on and off for about 10 years now and the gameplay is unlike any i have seen on many other muds and i've played ALOT of muds out there, but always wind up back here. If you're a starwars fan i strongly suggest that you stop by here. Enough of that, i'll start with all the nice features it has.

Swmud has 10 guilds: assassin, bounty hunter, diplomat, jedi, mercenary, merchant, pilot, scientist, slicer, and smuggler. Each guild comes with an average of 30 unique skills. Player can choose three guilds for their character, with the option of taking a fourth guild at higher levels. Assassin and BH are forced-PK guilds, and Diplomats are forced non-PK. There are 22 player-races, among them Bothan, Clawdite, Falleen, Wookiee, and Zabrak. Each race comes with two unique race skills and bonuses. Swmud also has movable vehicles, ranged combat and an extensive space combat system. You can also build your own ship that is stored safely when you are not playing.

An also neat feature of Swmud is that it offers you the choice to chose a team. Want to be part of the empire? Join the Imperial team or if you want to be part of the Rebel scum select the Rebel team. Want to a profiteer during a time of war? Choose to go neutral. Choosing a faction also allows you access to the team room and donation bin for some some decent gear from generous teammates *unless you're neutral! no bin for you, but you're able to PK anyone you want..which is nice*

Anyway, Swmud already has a decent sized playerbase of at least 15 people logged on at all times, but they could always use some new bantha fodder so come join Swmud (and hopefully you'll join the PK side of the game! Oh did i mention that the pk system is one of the best pk systems i've seen? Relies more on player skill than the guild you're in, but the guild's you chose also does play a part in how well you do i'm not gonna lie so okay it's like 70% player skill and 30% guild combination). But anyway, stop by and join the fun.

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Review posted by Tigwyk
Posted on Thu Apr 17 22:17:34 2008 / 0 comments
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I started playing SWMud (Star Wars MUD) back in '99 when I was around 13 years old. Back then I thought it was the coolest thing since sliced cheese. It had great people, awesome gameplay, amazing balance, and an active wiz-staff who were churning out quality areas/etc non-stop. Unfortunately it had some hiccups back in 2000 or so, when the High Mortal Quest (the quest that gains you prestige and skills after lvl 19) was closed. Originally the players were under the assumption that a new quest would be out within the year... then it was next year, then it was a few years... finally, after eight long years... SWMud has a new HM quest and is therefore complete.

Don't get me wrong, the game will keep being added to by the wizstaff as they're working on areas right now. But the lack of HM Quest meant that NOBODY (who wasn't already HM) could gain those special skills after level 19. Many players (myself included) decided to level above 19 simply for the Hit Points and the joy of something to do again. Now that the quest is back many players have gained High Mortal status and we're once again able to use those awesome skills gained at levels above 19.

Please come check out SWMud. It's got awesome content, great people, a newbie friendly atmosphere (with newbie helpers, a MUD school, low-level exp'ing areas, etc) and finally an HM quest so that you can take your character to NEW HEIGHTS! (Also, PvP is a blast. Some of the most indepth text-based player versus player combat I've ever experienced.)

We need fresh meat!

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Review posted by kaleo
Posted on Mon Nov 26 20:10:47 2007 / 0 comments
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If you are looking for a star wars mud, here it is. This is the biggest, most popular, original star wars mud around. About 40 worlds to explore; the mud is huge. The biggest star wars mud ever! Want to be a wookie bounty hunter fighting crime on Hoth? You can! Infinite possibilities, almost anything is possible. All star wars fans should play this mud. I give this 10 out of 10!

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Review posted by Liria
Posted on Sun May 16 21:57:34 2004 / 1 comment
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SWmud (the original Star Wars MUD) is one of the most original and friendly muds I've been on. The code base is a HEAVILY modified LP-mud. While SWmud doesn't follow a specific timeline or event, most of the areas are set anywhere between the time period of the original trilogy and up to 10 years later. SWmud is not a heavy roleplaying environment (it's almost nonexistent, in fact). Player-killing is restricted. Quests are not required for advancement, though some will be beneficial to that end. Players are not allowed to have multiple characters or to use scripts via telnet clients, such as zMud.

The mud currently has around 40 very large planets and space stations, with more being added each year. The most recently opened planet is Af'El, the Defel homeworld. However, if your interests lie more in Space, SWmud has a 3-D space flight system unlike anything you might find elsewhere.

New characters start in the creation process where they choose one of 21 current races, set up their attributes (Strength, Dexterity, Mechanical, Technical, and Force), and choose their team (Rebel, Imperial, or Neutral). Once set up, they continue by going through a newbie school to introduce them to the most basic commands that they will need to know, as well as how to find more useful information should they need it. After that, they have access to a Newbie line to ask questions of Newbie Helpers (NHs) until they reach level 6.

Once you leave Newbie School, you can choose up to 3 of 10 guilds (Assassin, Bounty Hunter, Diplomat, Mercenary, Merchant, Pilot, Scientist, Slicer, Smuggler, and Jedi [with some restrictions]). Each guild comes with a variety of skills that you receive as you gain levels. Each race also comes with 2 racial skills. As you use skills, you gain skill proficiency.

From there, newbies (levels 1-4) have the option of going into the Newbie Simulator environment to find monsters (and quests) of their level, or they can venture out on shuttles into the universe for equipment and experience.

Equipment is not saved on SWmud, but it's OK because good equipment isn't too hard to come by when the mud reboots (every 75 hours currently), at least not until you get into the High Mortal levels (20-50). Rebel and Imperial teams also have donation bins where team members may donate or borrow equipment left for the team, assuming they meet the donation restriction of the item.

Diplomat players who reach level 15 may petition to join the Player Council, which has some ability to help police players, as well as to marry/divorce players and create/remove Newbie Helpers. Use of these commands is strictly monitored for abuse.

And for those wishing to become a Jedi - you can. There are some restrictions: - You cannot start out with Jedi as your primary guild, only as a secondary. - You must reach level 5 before you can find a Jedi Master (an NPC) who will instruct you in the Jedi or Dark arts. - Before the Jedi Master will teach you Jedi skills, you must find a High Mortal Jedi sponsor (a player) who will accept you as a padawan or apprentice. Most HM Jedi players have information regarding their own personal requirements of padawans/apprentices in their descriptions.

Partying, or grouping, is available and encouraged, though you can easily go off on your own to explore new places and/or gather experience for yourself. SWmud has an extremely versatile environment.

All of this information and more you can find on the extensive SWmud web site: http://www.swmud.org. You can essentially learn almost everything there is to know about playing SWmud from the web site before you ever create a character.

Many people have found it to be a wonderful experience. The mud has been around since 1994, and so have some of the players. If you really like the Star Wars universe, you'll really love SWmud!

Post a comment

Comment posted on Wed May 12 07:54:47 2004 by Hanse:
     

I love SWmud and I've been playing on and off for almost a decade. I just have one minor comment to this review:

High Mortals, or HM's, are mentioned in the review. The quest to become a High Mortal has been closed for over 3 years pending a new one being coded. The playerbase during peak hours as dropped from the 80's to the 40's over the last couple of years and a lack of HM quest is in my opinion mostly the reason for this. Leveling from level 20 up to 50 gives you a lot more and better skills if you are HM. You can level beyond 19 as a pseudo-HM, gaining hitpoints and access to a few new/better weapons/items though, but you get no new skills.

SWmud is a great place to play, so let's hope they get around to fixing something that should have been done close to 3 years ago.

Star Wars Mud (SWmud) Stats
Raw Data Average Data
# Days Listed7287
Last Connection StatusConnected
# Days With Status1063
Total Telnet Attempts16710.229
Total Website Attempts25350.348
Telnet Attempts This Month31110.032
Website Attempts This Month54717.645
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