Delusions of Grandeur is a text-based MUD set on Gaius, a colony
world whose survivors have forgotten where they came from. A symbiotic
organism called The Chrysalis infects the population, making belief
literally become reality — it manifests as "magic," reshapes bodies
into physical mutations, and slowly remakes the world around its hosts.
DOGMud is built on the
engine but has been substantially extended: a distribution-based
combat math, conviction-powered spellcasting, a 14-state grappling
system, a living economy driven by caravans and foragers, NPCs that
remember how you've treated them and faction reputation that travels
between them, and a centralized messaging framework that paints every
combat round in color-coded prose. Most of the world, all of the
systems below, and the codebase architecture under them have been
written specifically for DOGMud.
The screenshot above is the chunk-7 messaging framework in action: per-
swing weapon-band color (each weapon's narration in its own hue), a
SKILL ADVANCEMENT banner mid-fight (spellcasting just advanced), the
side-by-side minimap layout, and per-player line wrapping. See
PATCH_NOTES.md for the full shipping log.
Systems
Combat
Distribution-based rolling. Every stat and skill check rolls a
normal distribution around a target value via dice.RollStat, with
a single RollSpread knob that rescales the variance across the
whole engine. Z-scores feed crit (≥2σ) and fumble (≤−2σ) detection.
Three damage channels. Physical (Strength × weapon skill ×
weapon multiplier), magical (Willpower × spellcasting × spell
multiplier), conviction (Charisma × rhetoric × 0.5). Each channel
has its own mitigation field on armor and its own cap.
Multi-arm characters. Mutations (or the Extra Arms ladder) let
a character wield up to six weapons simultaneously. The unified
damage pipeline drains a single per-round AttackResult that
carries per-swing analytics, defense-used flags, and per-line
category tags for messaging.
Best-of-all defense. Dodge, parry, and block all roll
independently each swing; the widest-margin defense wins. Stat-
gapped fights still grant a configurable minimum defense floor.
Rich grappling. A 14-state Position FSM (Standing / Clinch /
Mount / SideControl / Crucifix / Guard / etc.) with per-round
opposed Strength + Unarmed-combat rolls driving a control axis.
Position transitions cascade through threshold-triggered
promotions; weapon reach matters (a longsword in mount swings
short). Eat, drink, cast, flee — most non-grapple actions get
gated or interrupted from controlled positions.
Magic & Mutations
Conviction-powered spellcasting. Spells cost conviction (not
mana), accumulate folds over wait-rounds, and resolve through a
per-school category pipeline.
Spell deflection + concentration. Defenders roll to partially
or fully unravel incoming spells. Position-aware concentration
checks (chunk 4f) replace the old "knocked down = guaranteed
fizzle" gate with Willpower-mediated odds; strong-willed casters
can sometimes finish a spell from underneath.
The mutation graph. The Chrysalis reshapes players and creatures
through a use-based cluster graph rather than a flat pool: nine
identity clusters (Colossus, Ironhide, Ravener, Stalker, Ethereal,
Manifester, Zealot, Weaver, Trickster) arranged in a Body/Belief ring
around a generalist Center and a crafter's path, stitched by shared
bridge nodes. The skills you use drift your affinity toward matching
clusters; mutations unlock keystone-by-keystone along prerequisite
spines toward a single earned apex transformation each. Species
carry themed intrinsic kits (a wraith is Ethereal, a golem Colossus);
machines are mutation-immune. Progression is entirely use-based — no
picking from a menu, no levels.
NPC Aliveness
Opinion store. Every NPC remembers how individual players have
treated them (attacks, gifts, quest outcomes), banded into tiers
with anchored half-life decay. Reputation isn't reset on logout.
Faction system. NPCs are tagged into factions
(thornwall_guards, warren, etc.) with ally/enemy graphs and
shared reputation. Attacking one warren mob bumps your rep with
every warren mob; quest outcomes can shift entire factions.
Crime / wanted state. Witnessed assaults and thefts persist as
crimes with faction-scoped resolution. Guards remember; bounties
accumulate.
Disposition decay. A configurable half-life smooths out
short-term spikes — punching a guard hard once doesn't permanently
brand you a criminal across the realm.
Living Economy
Dynamic vendor pricing. Shop stock and demand drive prices on
a 0.25× – 5× curve. Overstock = bargain; near-empty = inflated.
Per-vendor specialization. Shops have category tags (food,
weapons, alchemy reagents, etc.) and stock caps that scale with
item rarity tier.
Caravans + foragers. Six-mob caravans physically haul goods
between Thornwall and Stillwater. Three foragers gather raw
materials in the wild (Tova / Halix / Kessa) and deliver them to
local shops. Stock isn't conjured from thin air — supply chains
matter.
Crafter output. Player-crafted items can be sold to
participating shops as supply.
Stats, Skills & Progression
Six stats. Strength, Dexterity, Perception, Vitality,
Willpower, Charisma — all centered at 100 (human baseline). Soft
cap with diminishing returns above 150.
Nine skills. Use-based progression only — no XP, no levels.
Every skill use rolls a chance to advance; the chance bends down
past the soft cap. Skills cap softly at 50.
Three moons (Swiftmoon, The Wanderer, The Eye) orbit Gaius,
modulating stat values by phase. The Eye specifically tunes
Perception → folds-per-round for mutated traditional casters.
Resource depletion penalties. Smooth curve: stamina drains hit
rate + attack count, health drains melee damage, conviction drains
taunt + spell damage. No hard cutoffs.
Crafting, Alchemy, Salvage
Five trades. Tailoring, blacksmithing, jewelcrafting,
alchemy, ... each gated by skill rank + ingredient component tags.
Alchemy with aging + toxicity. Witcher-flavored potions
ferment, peak, decline, and spoil over rounds. Toxicity
accumulates and decays; over the threshold, you suffer regen +
perception + dexterity penalties.
Bottle tiers. Clay flask (fast aging) → glass vial (baseline)
→ sealed phial (half) → crystalline decanter (quarter). Choice of
bottle is a real tradeoff between alchemist skill and patience.
Salvage. Break crafted items (or items tagged with
salvage_returns) down to raw materials. Multi-round activity
gated by Perception + Salvage skill.
World
Roughly 515 rooms across 21 zones. Sanctum Basin (the starter
zone), Thornwall City, Stillwater, Ironwind Steppe, Fernway and
Fernway South, Dustwalk, the Labyrinth, North Road, Lake Iron,
Stillwater Marsh, plus instanced arenas and planar oases.
226 mobs + 41 species. Each mob carries a default disposition,
optional faction membership, idle behavior tree, and (for hostile
archetypes) drop tables.
21 quests running through the quest engine — branching
dialogue, flag-based state, faction-aware grants, multi-step
task chains.
Life — Alive / Dead / Respawning (different paths for
players vs mobs)
Activity — what the character is busy doing (crafting /
casting / consuming / etc.)
Position — the 14-state grappling taxonomy described above
Presence — Active / Idle / AFK / Dormant; mob hibernation
when no players nearby; AFK players in safe rooms are
un-attackable
Perception — Sighted / Blinded; consumed by the messaging
pipeline's sight gate
Most are invisible to the player but underpin every interaction
between characters and the world.
Messaging Framework (chunk 7)
Every player-facing line of text routes through one pipeline:
compose → normalize → anonymize → color → wrap → deliver.
Color-coded combat. Each swing colored by weapon damage band
(warhammer warm orange-brown, sword dusty rose, claws dark red,
bows sky blue, wands lavender, fists sandy brown). Defenses in
greens (dodge / parry / block).
Five-school spell palette. Elemental red, enhancement gold,
vital sage, mental lavender, manifestation rose pink. Fold-cast
lifecycle in steel-cyan; disruptions in amber.
Progression banners. Skill and stat advancements render as
boxed banners with a tier-crossing line on quality-band
transitions.
Per-player line wrapping.set linewidth N (40–240).
ANSI-aware: color tags don't count against the budget.
Infrared anonymization. Players with infrared vision in a
dark room see "red figures" instead of named characters.
Companions & AI
Player-summoned companions with two AI archetypes (tank,
damage), auto-follow, regen ticking, and combat assist.
Mob behavior trees for hostile / lookout / forager / caravan /
shopkeeper archetypes — each with its own decision logic.
Autonomous AI tester characters. Three test roles
(feature-tester, bug-finder, feel-tester) connect to the
MUD via LLM-driven agents and play the game to surface bugs and
UX issues.
Admin & Operator Tooling
Faction list / show / set / bump / reset
Opinion show / set / bump / reset
Economy health dashboard (/admin/economy/)
Knowledge subsystem for tracking who knows what
Live combatstats for per-character analytics
Connecting
Telnet: connect to localhost on port 33333 with a telnet client.
Web client:
Default credentials for a fresh checkout: username admin, password
password.
Environment Variables
When running the server, several environment variables alter behavior:
CONFIG_PATH=/path/to/alternative/config.yaml — Path to a
config containing only values you wish to override, so you don't
have to modify the original config.yaml.
LOG_PATH=/path/to/log.txt — Write all logs to a specific
file (default: stderr).
LOG_LEVEL={LOW/MEDIUM/HIGH} — Verbosity. Log files rotate
every 100MB.
LOG_NOCOLOR=1 — Strip color from log output.
Documentation
world.md — full world-design document (lore, factions,
zones, species).
PATCH_NOTES.md — dated shipping log; see this for
the chronological detail of what was added when.
MOB_ALIVENESS_ROADMAP.md — long-term
roadmap for NPC memory, schedules, motivations, equipment-
awareness, and mob/player command parity.
Built on GoMud
DOGMud is built on , an
open-source MUD engine written in Go by
. GoMud provides the
networking, templating, scripting, web-client, and world-loader engine
that DOGMud builds upon. If you're interested in building your own
MUD, the original project is well worth checking out: