MUD on Urbit

Aardwolf Deep Dive

research Doc 04

Overview

Aardwolf is one of the longest-running and most popular MUDs in existence, launched November 29, 1996. Built on a heavily customized ROM (DikuMUD derivative) codebase, it has evolved far beyond its origins into a uniquely feature-rich hack-and-slash MUD.

  • URL: aardwolf.com, port 4000 (or 4101 for test)
  • Creator: Lasher (head administrator/developer)
  • Codebase: ROM/Merc/DikuMUD lineage, massively extended
  • Focus: Hack-and-slash with deep progression, not roleplay
  • Philosophy: Player enjoyment first, friendly community

Character Systems

Races (18 Playable)

RaceSTRINTWISDEXCONLUCKSpecial Abilities
Human000000+5% damage in city rooms
Centaur0+1-1+1-10Kick
Dark Elf+10-1-1+10Night Vision, Detect Hidden/Magic, Hide, Sneak
Diva0+1-1+1-1-1Detect Good/Evil, Tame
Dwarf-1+10000Night Vision, Berserk, +10% damage in hills/mountains/underground
Eldar0-1-100+1Lore, Meditation
Elf+1-1-10+10Hide, Sneak, Night Vision, 25% less mana cost
Giant-1+1+10-10Bash, Blockexit
Gargoyle0+100-10Flying
Halfling+1+10-10-1Detect Hidden, Better Bonusloot
Naga0-10-1+10Detect Hidden, Envenom Weapons
Ogre-2+1+10-10Bash, Increased Damage at Low Health
Sprite+1-1+1-1+1-1Flying, Invisibility, Hide, Haste, Second Attack
Tigran-1+1+1-1+1-1Sneak, Night Vision, Auto Bite/Claw
Troll-10+1+1-10Regeneration, Bash
Triton-1+1+1-100Underwater Breathing, No Boat Required
Vampire-1-1+100+1Detect Invis, Night Vision, Flying, Intimidate
Wolfen0+1+2-1-10Detect Invis, Night Vision, Sneak, Hide, Hunt
Wraith+10-10+1-1Fly, Pass Door, No Movement Costs

Note: Stat modifiers show training cost adjustments (negative = cheaper to train). Races were rewritten in 2024 with ongoing adjustments.

Classes (7 Primary)

Each class has a distinct set of skills and/or spells. Your first class becomes your primary class — its offensive abilities will always be your strongest.

ClassRoleSubclasses
MageOffensive spellcasterElementalist, Enchanter, Sorcerer
ClericHealer/bufferPriest, Oracle, Harmer
ThiefStealth/damageNinja, Bandit, Venomist
WarriorMelee combatBarbarian, Soldier, Blacksmith
RangerHybrid fighterShaman, Hunter, Crafter
PaladinHoly warriorGuardian, Knight, Avenger
PsionicistMental powersMentalist, Navigator, Necromancer

Subclass details:

  • Selected at character creation for primary class only
  • 3 subclasses per class, each with unique exclusive abilities
  • Secondary classes (gained through remort) don’t get subclass benefits
  • Examples: Ninja gets extra backstab hit; Bandit can entrap rooms for PK; Soldier can dual-wield any weight weapon
  • Subclasses are still under active development

Attributes & Combat

Core Stats: STR, INT, WIS, DEX, CON, LUCK

  • Trainable with training sessions (trains)
  • Base pool: 1,750 trains; +25 per tier

Combat Stats:

  • Hitroll (HR): Chance of landing a hit
  • Damroll (DR): Damage bonus per hit
  • Both increase through gear, trains, and tier bonuses

Resistance System (replaces traditional AC):

  • Variable resistances to damage types (not binary flags)
  • Damage types: fire, acid, magic, slash, pierce, bash, shadow, disease, poison
  • Follows a curve — diminishing returns but always beneficial

Saving Throws: When targeted by spells, compared against caster’s stats

Resource Pools:

  • HP: Life; death at -10 HP
  • Mana: Spell fuel
  • Moves: Movement and special techniques
  • All regenerate during mud ticks, affected by hunger/thirst, skills, and equipment

Progression System

Level 1-200: Standard Leveling

  • Kill mobs, complete quests for experience
  • Level up to gain HP/mana/moves and unlock skills/spells
  • Each level requires increasing XP

Level 200 → Superhero (Level 201)

At level 200, players can power up (gain trains for 1,000 XP each) or advance to Superhero:

Superhero requirements: 500,000 gold + quest points

  • Superhero Loud (750 QP): Announces to entire MUD, gives everyone 15 min double XP, grants 200 bonus trains
  • Superhero Silent (500 QP): No announcement, no bonuses, lower cost

Remort System

After reaching Superhero, players can remort — reborn into a new class:

  • Keeps all abilities from previous class
  • Starts at level 1 with new class
  • Adds new class’s skills/spells to repertoire
  • Primary class offensive abilities remain strongest
  • 7 remorts total (one per class) per tier

Tier System (Tiers 0-9)

After completing all 7 remorts, players can tier up — the ultimate prestige reset:

Requirements: Complete 7 remorts (all classes)

Benefits per tier:

BenefitPer Tier
Equipment level access+10 levels
Skill/spell access10 levels earlier
Trainable stats+25
HR/DR bonus+10
All stats bonus+2
Training cost reduction-1 for one stat
Quest point bonus+1 per quest
Auction tax reduction-1%
Manor upgrade discount-10% (max 50%)
Miracle success chance+5%
Dodge/parry/etc. bonus+2%

XP scaling: Tiers 0-1 start at 1,000/level, +1,000 per remort (cap 5,000). Tiers 2+ add 1,000 per tier (cap 10,000).

Retained on tier: Clan membership, manor, marriage, gold, quest points, character stats. Half of pool stats above 8,000 return upon next tier completion.

Quest & Goals Systems

Auto-Quests (from Quest Masters)

  • Available at every level 1-199, then every 2 hours at 200/201
  • Types: kill a specific mob, find a room, fetch an item
  • Rewards: Quest Points, gold, occasionally trains/pracs/trivia points
  • Timer-based: must complete before timeout
  • Tracked via GMCP comm.quest module

Campaigns

  • Chained quest sequences, available every level 1-199 and every 2 hours at endgame
  • Average ~31-33 QP per campaign
  • The most efficient QP earning method: do campaigns while leveling

Area Goals

  • Hidden puzzles within specific areas
  • Multi-step tasks (NPC dialogue, item delivery, exploration)
  • Self-contained: everything needed is within the area
  • Rewards: QP, gold, special equipment, area portals
  • Discovery-focused: community encourages hints over full solutions
  • Clues in room/object/NPC descriptions and listen command

Global Quests

  • Server-wide events (invasions, etc.)
  • Announced to all players
  • Special rewards

Economy

Currencies

CurrencySourceUses
GoldMob kills, quest rewards, sellingShops, Superhero cost, clan deposits, manor fees
Quest Points (QP)Quests, campaigns, goalsQuest equipment, wishes, manor upgrades, clan upgrades, Superhero cost
Trivia Points (TP)Random mob kills (~1%), quest bonuses (~1%)Manor rooms (10 TP per 5 rooms), special purchases
TrainsLeveling, quests, Superhero bonusStat training
Practices (Pracs)Leveling, questsSkill/spell practice

Key design: QP cannot be bought — they must be earned. This makes them the true progression currency.

Clan System

Clans are player organizations central to Aardwolf’s social structure.

Clan facilities:

  • Dedicated areas: donation rooms, healing rooms, jail, recall point
  • Clan morgue (corpses go here on death)
  • Shortcut exits to distant areas
  • Private communication channels and message boards

Clan economy:

  • Shared bank accounts (gold and QP)
  • Optional tax rates on member earnings
  • Pooled funds for clan purchases

Clan exclusives:

  • Clan-specific skills and spells
  • Clan equipment (armor, potions, transporters)
  • Clan guards and mazes

Structure:

  • PK clans vs NoPK clans
  • Individual application/requirement process per clan
  • Leaving = becoming an outcast
  • Clan wars and inter-clan politics

Manor System

Player housing with upgradable rooms:

  • Base 5 rooms
  • Expandable in increments of 5 (costs 10 TP each)
  • Rooms can be made public (1,000,000 gold land registry fee)
  • Discounted by tier (10% per tier, max 50%)

World Structure

Continents

IDNameDescription
0MesolarMain continent
1Southern OceanOcean region
2GelidusIce/cold continent
3Abend“Dark Continent” (level 1-210)
4AlaghAnother continent
5Uncharted OceansRemote waters
6VidblainDark realm

Areas

  • 300+ distinct areas
  • Level ranges from 1 to 210
  • Organized by level range and alphabetically
  • Each area built by volunteer builders
  • Areas contain: rooms, mobs, objects, goals, and quests
  • Clan areas all set to level 210

Example areas:

  • Beginner (1-20): Art of Melody, Aylorian Academy, Amusement Park
  • Mid (30-80): Cradlebrook, Castle Vlad-Shamir, Goblin Fortress
  • Advanced (100-150): Ascension Bluff, Archipelago of Entropy
  • Endgame (170-201): Avian Kingdom, Black Rose, The Nine Hells

Mapping

  • GMCP mapper plugin for MUSHclient
  • Pre-loaded continent maps with searchable navigation
  • Point-and-click movement
  • External map archives at maps.gaardian.com (~264 mapped areas)

Technical Implementation

Codebase

  • Based on ROM 2.4 / Merc / DikuMUD lineage
  • Written in C
  • Massively extended with custom systems
  • Integrated Lua compiler for area scripting

Lua Integration

Replaced older mobprog system. Capabilities:

  • Access to player, mobile, room, object, and area attributes
  • Core API: mload(), oload(), mdo(), rgoto(), isplayer(), call()
  • Timer triggers (min 60 seconds), entry triggers, random triggers
  • Persistent mob data storage (self.mobdata1 through self.mobdataN)
  • Sector detection (self.room.sector)
  • Inter-prog communication via call() with context switching

GMCP Support

Aardwolf is one of the most complete GMCP implementations. See 03-mud-protocols-and-networking.md for full module documentation.

Supported modules: char.base, char.vitals, char.stats, char.maxstats, char.status, char.worth, room.info, comm.channels, comm.quest, comm.tick, comm.repop, group, config

Debug modes: Standard debug, JSON echo (test port), packet-level dump (test port)

Client

Aardwolf ships a customized MUSHclient with:

  • Pre-configured GMCP support
  • Mapper plugin
  • Status windows
  • Channel handling

Community & Longevity

Why Aardwolf Has Survived 28+ Years

  1. Deep progression: 7 classes × 10 tiers = years of advancement
  2. Friendly culture: Dedicated helpers, advisors, newbie channel
  3. Active development: Lasher and team continue adding features (Lua, GMCP, race rewrites)
  4. Quest variety: Auto-quests, campaigns, goals, global events
  5. Social fabric: Clans, channels, manor system
  6. Accessibility: Free client, no pay-to-win (though donations accepted)
  7. New player experience: Academy tutorial area, helper system, gentle learning curve

Helper System

  • Helpers: Volunteer players chosen for ability to assist newcomers
  • Advisors: Higher-level helper role
  • Newbie channel: Dedicated Q&A channel staffed by helpers
  • Academy: Tutorial area that teaches MUD basics

Key Design Lessons from Aardwolf

  1. Progression is king: The remort/tier system gives players goals for years
  2. Currency design matters: QP being untradeble/unbuyable creates genuine achievement
  3. Community tools: Clans, channels, helpers — social infrastructure keeps players
  4. Scripting access: Lua lets builders create unique area experiences without touching C
  5. Protocol support: GMCP enables rich client experiences that reduce the “wall of text” problem
  6. Don’t force RP: Being explicit about hack-and-slash focus attracts the right audience
  7. Constant iteration: 28 years of continuous improvement, not a static game

Sources