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Aragond: the Chronicles - MUD Details
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MUD Name Aragond: the Chronicles
Telnet Address
Language English
Location USA
Admin Name Upro
Theme medieval fantasy / high magic / d&d
Brief Desc Multi-Classing, Sub Classing, Crafting, Intense Strategic PVP, Object Interaction, Farming Crops, Mining, Digging, Ships, Questing, Multiple Planes of Existence, and so much more!
Date Added 7th August, 2010
Codebase ROM - 2.4b6 + EXTREMELY heavy modification
World Size Small (less than 3000 rooms)
World Originality All Original
Game Rating Not Specified
Player Killing Unrestricted Playerkilling
Roleplaying Encouraged
Online Status Open for Testing
Category Dungeons and Dragons
Ranking Category Game-Medieval
Avg Players Online 1-5
Year Created 2008
Vote URL
  • Supports ANSI Color
  • Has Quests
  • Class Based System
  • Level Based System
  • Multiclassing
  • Has Clans/Cabals
  • Equip saves on exit
  • Private Messaging System
  • In-game Forums
  • Free to Play
  • Hiring Builders

Aragond: the Chronicles - MUD Description
A mud based on Advanced Dungeons and Dragons, we've tried to create a blend of role playing and hack-n-slash elements, to offer a little something for everyone.

Play any of 9 class and 25 race combinations, with the ability to multi-class or subclass, giving immense options in your character's potential array of abilities. Random loot drops combined with predefined objects give players many options for their equipment.

Objects are somewhat more immersive than most muds. We have an extensive random loot generation system, which creates millions of variations of items. You can push, pull, or pry objects as well, all with varying effects. For example players can pull corpses of other players into a safe room so they can retrieve their equipment after dying to a tough monster. Objects can also be buoyant, and thus float on water, and furthermore, drift in the direction the wind is blowing. Trees age and grow, you can pack tobacco in your pipe and smoke it, scribe scrolls, erase them, and more.

The weather system is intricate and is made up of climate regions that all behave differently from each other, and can produce effects such as snow, which can cover up tracks, making it tough on Rangers. Rain can make you slip with low dexterity in battle, and can wash away blood and tracks, as well as extinguish uncovered torches.

Some of our features:

- Classes: fighter, cleric, thief, wizard, druid, ranger, paladin, bard, monk.
- Races: human, half elf, elf, half orc, gnome, halfling, dwarf, duergar, drow, half ogre, minotaur, centaur, loxodon,
aarakocra, revenant, aasimar, bugbear, tiefling, lizardman, tabaxi, githyanki, githzerai, naga.
- DOZENS of ways to gain experience, from exploring to crafting, to good ole' killing.
- Multi classing
- Sub classing
- Ships (player owned and operated)
- A living economy (affected by almost everything, from resources available to money on hand at shops, and more!)
- Extended immortal functions (for running in game quests and such)
- Wizards/clerics/druids learn spells from scrolls, and can scribe them to teach others.
- Many expansions for OLC to give new areas more flavor. (oprogs, new sectors, new flags (for objs/rooms, new npc
races, and MUCH more.).
- Complete removal of stock areas. We're in the process of rebuilding our world from scratch (1300+ rooms currently.)
- A random item system (set to an act_flag), allows mobs to have your traditional 'stock' items as well as random loot.
- Stronger mobs drop stronger random loot. Bosses set up to have loot tables.
- Boss mobs have typically much better AI.
- Group ranks, so your fighter can be in front and soak all the damage. Allows for interesting strategy.
- Resource gathering: foraging, mining, prospecting, etc..
- Skill trees based on skill prerequisites and stat requirements have been added to give flavor to each class.
- Guild ranks govern how well you are treated in your guild, and what the guild trainer will teach you.
- A robust and rich quest system completely written from scratch, allowing you to work on multiple quests at once.
- Bleeding and critical hits.
- Epic, Legendary, Artifact and Unique item levels! Unique items can only have one instance, so people will be after
you if you have one.
- Extended immortal functions (for running in game quests and such)
- A huge materials list which everything in the world is created from;
players can collect materials from smelting/cutting objects and from
skills like mining, prospecting, and more!
- Extensive crafting systems.
- A unique 'tracking' system, where all creatures leave footprints (assuming you're not flying).
- Dynamic weather; each area has it's own climate, and weather can
affect your character in many ways (Rain can put out your torch, you can
slip and fall in combat, snow/rain washes away tracks/blood, etc...), and
the weather shows up in the room! (If it's been raining you see pools of rain,
if snowing it will show blankets of snow, etc..)
- A QEditor (Quest Edit) custom created for OLC.
- Multitudes of expansions to the stock OLC, including new
sectors, obj types, npc races, act flags, and much much more.
- Weapon specialization for fighters.
- Elemental specialization for wizards, giving them an edge
when dealing with their element of affinity.
- Traps, trap detection, secret doors, hidden/buried objects, and more!
- Tiered skill system; gain guild ranks and learn skill prerequisites to learn better skills and unlock subclasses.
- Hundreds of new spells and skills.

We have a stable base and some devoted staff, so if you're interested in building/playtesting here, drop by or just email me at

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