Welcome to Aragond.
Delve into the mysteries of the material plane, from the seemingly placid plains surrounding the great city of Renfall to the crumbling depths of Denurnien, perched atop the abyss. But beware: the creeping influence of the celestial planes looms ever closer. From the ironbound incursions of the servants of Hell to the Isles where the veil of reality thins and glimmers of the Silver City flicker in and out of sight.
This isn't your standard, stock ROM MUD. In fact, almost nothing here is stock. We don’t use skill or spell “groups.” Each skill and spell is learned individually, allowing you to shape your character exactly the way you want. Cookie-cutter builds are impossible.
Choose from 10 classes, 12 subclasses, and 58 races, with endless multiclassing options, giving you a staggering variety of potential builds. Random loot drops, combined with predefined items, offer vast possibilities when it comes to equipment.
Our object system goes deeper than most MUDs. We feature an extensive random loot generation engine that produces millions of item variations. You can attach, push, pull, or pry objects, each with different effects. For example, players have been seen dragging fallen comrades into safe rooms to recover their gear after dying to powerful monsters. Objects can float on water, drift with the wind, and interact dynamically with the world. Trees grow and age. You can pack and smoke tobacco, scribe or erase scrolls, and much more.
Some of our features include:
- **Classes: **Fighter, Cleric, Thief, Wizard, Druid, Ranger, Paladin, Bard, Monk
- **Subclasses: **Amazon, Animalist, Artificer, Assassin, Barbarian, Bishop, Inquisitor, Necromancer, Psionicist, Pugilist, Shaman
- Races: Human, Half-Elf, Elf, Half-Orc, Gnome, Halfling, Dwarf, Duergar, Drow, Half-Ogre, Minotaur, Centaur, Loxodon, Aarakocra, Revenant, Aasimar, Bugbear, Tiefling, Lizardman, Tabaxi, Githzerai, Githyanki, Naga, Nymph
- **Remorts: **Drider, Lich, Illithid, Dryad, Naiad, Celiad, Umbriad (more to come)
- Many ways to gain experience: exploring, resource gathering, crafting, questing, learning or practicing languages, improving skills and spells, planting and harvesting, and of course, combat
- Multiclassing, subclassing, and remorting allow for deep character customization
- A living economy affected by everything from available resources to shop liquidity
- Spellcasters can learn spells from scrolls, scribe them to teach others, or erase them
- Skill tomes exist, but you must be able to read the language they’re written in
- Numerous OLC expansions for greater world-building flexibility (new sectors, flags, NPC races, and more)
- All stock areas removed. The world is being rebuilt from scratch with over 8,600 rooms and growing
- A procedurally generated loot system that supplements traditional items with random objects
- Elite and boss mobs with advanced combat AI and better loot, often requiring groups
- Group ranks allow tanks to shield the team, introducing tactical depth to long fights
- Resource gathering: foraging, mining, prospecting, woodcutting, sheep shearing, fishing
- Guild ranks affect how you're treated and what trainers will teach you
- A custom, robust quest system allowing players to manage multiple quests at once
- Critical hits, bleeding effects, and spell damage mechanics
- Item rarity tiers: Epic, Legendary, Artifact, and Unique. Unique items exist in only one instance—others will hunt you for them
- A vast material system. All items are made from raw materials you can gather, smelt, or cut
- Deep crafting systems: blacksmithing, woodworking, jewelcrafting, and tailoring. Create furniture, weapons, gear, and more from over 100 materials
- A unique tracking system. All non-flying creatures leave footprints
- Dynamic weather per area with gameplay impact. Rain can extinguish torches, snow and mud can hide tracks, and blood can wash away. You’ll see puddles, snow blankets, and more. Natural disasters like tornadoes are also possible
- A custom QEditor (Quest Editor) for building new quests
- Major OLC expansions: new sectors, object types, NPC races, act flags, and more
- Weapon specialization and expertise for fighters
- Elemental specialization for wizards, giving an edge in their chosen element
- Hidden features: traps, trap detection, secret doors, buried objects, treasure maps, etc.
- Hundreds of custom spells and skills, many of which can affect entire rooms
We have a stable codebase and a dedicated staff. If you're interested in building or playtesting, connect to:
aragond.net port 9000