Official CoffeeMUD: Difference between revisions
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*Attaining permanent enchanted abilities (with the help of an Enchanter) | *Attaining permanent enchanted abilities (with the help of an Enchanter) | ||
*[[REMORT|Remorting]] your character (or Remorting 2 level 91 characters of each class, and 4 more level 30 characters of each class for the maximum possible remort rewards!). NOTE: This can take a very, very long time to get all possible remort achievements. | *[[REMORT|Remorting]] your character (or Remorting 2 level 91 characters of each class, and 4 more level 30 characters of each class for the maximum possible remort rewards!). NOTE: This can take a very, very long time to get all possible remort achievements. | ||
*Attaining the perfect travel companion (some charmed, befriended, bribed or otherwise convinced powerful mob to travel with you). | *Attaining the perfect travel companion or breeding partner (some charmed, befriended, bribed or otherwise convinced powerful mob to travel with you). | ||
*Attaining every possible ability in the game (probably with the help of WISH, Achievements, or gear). | *Attaining every possible ability in the game (probably with the help of WISH, Achievements, or gear). | ||
*Gaining knowledge of all the areas in the world for special items | |||
**Areas give advantages for leveling different classes and races due to environment, layout, behaviors of mobs and other factors. | |||
*Finding quests that give questpoints which exchange for useful equipment. | |||
==History== | ==History== | ||
Revision as of 22:21, 13 November 2025
Back to CoffeeMUD Systems In Use
| CoffeeMUD |
|---|
| Administrator Builder Player |
| =CoffeeMUD Player Information= | |||
|---|---|---|---|
| Basics | Info Commands Socials Combat Groups | Character | Stats Races Classes Abilities Expertises Achievements |
| World | Deities Areas Property Quests Clans Triumphs | Items | Items Crafting Ships |
CoffeeMUD
CoffeeMUD is the official production server for the CoffeeMUD codebase. We try to showcase some of the versatility of the CoffeeMUD codebase, while adding new features to improve our happy little world. Many of the features of CoffeeMUD can be manipulated by INI settings or through clever building of areas. CoffeeMUD is a fully functional MUD where players can explore the vast world of Alramidgaardia, rich with a mixture of imported areas, modified imported areas and original content to provide many adventuring opportunities.
Playing this CoffeeMUD
CoffeeMUD uses an Account System, which is a collection of characters. On our CoffeeMUD, the INI settings allow for 3 active characters to be online from a single account at a time. When you first log in to CoffeeMUD, you will be asked to create an account. Your account name will be displayed in game upon gaining certain account achievements. After you create your account, you may create a character (each account may have up to 50 characters).
Creating Your First Character
There are many considerations in character creation, and while there are no characters that are unplayable, there are some that will make learning CoffeeMUD harder. As a general recommendation, no starting stat should be set less than 9, as this will allow you to play with a character with the fewest weaknesses (but also less optimized than a min-maxed character). Certain classes require stats of a certain value, and there are negative impacts to any stat below a 10 value with increasingly worse results the lower you go. As you level, you will gain practice points and train points to improve your character. While there are real, lasting impacts to your choices, it is better to spend some/most of your points early on to give you a broad selection of abilities, improved stats and increased proficiencies. Do not worry about min-maxing your first character, as there are many, many systems in CoffeeMUD that you will find during your adventures, each of which will make you rethink your direction a little. Have fun with your first character, and play them. There will be enough time to develop additional characters later, which you can put to use some of the tricks you have learned from your first character. The REMORT system will allow you to correct build decisions when you get to a high enough level, and restart your first character at level 1 again.
If you have time, you may wish to view this user-made video on You-Tube on character creation:
Character Stats
When you first create a character, you will get a choice to customize your 6 primary stats. Each stat has multiple purposes in the game, so it is important to consider impacts to choosing high and low stats:
- Strength determines how much you can carry, how well you can hit in melee combat, and how much damage you do in melee combat.
- Intelligence determines how quickly you increase skill proficiency, how much proficiency you gain per practice point, spell critical chance, and spell critical damage.
- Dexterity determines defense, ability to avoid certain affects, ranged critical chance and ranged critical damage.
- Constitution determines movement gains per level, hit point gains per level, and the ability to resist diseases and poisons.
- Charisma determines the maximum number of followers you can have and cost for buying and selling from shopkeepers.
- Wisdom determines additional practices gained per level and the ability to resist mind-based affects.
Character Races
There are twenty available Player Races for CoffeeMUD for starting characters. Advanced players may find a variety of ways of becoming many different races, or even creating new races through cross-breeding or uplifting druid chants. If you are fairly new to MUDs, it is recommended to stay with one of the basic demi-human races (Human, Half-Elf, Elf, Dwarf, Halfling or Gnome). The starting races are fairly balanced, so races with powerful abilities have some major disadvantages as well. Your starting race will determine your start area.
Character Classes
Starting characters may choose between one of seven Player Classes, but may change to another class within their base class. The exception to this is the commoner base class, which can switch to any base class.
| Starting Class | Base Class | Stat Requirements | Qualifying Classes | Notes |
|---|---|---|---|---|
| Apprentice | Commoner | Intelligence 5+, Wisdom 5+ | ALL classes | Cannot level. Must save 1 TRAIN for class change to level. |
| Bard | Bard | Charisma 9+ | Any Bard sub-classes. | Bards often work best in groups, whether with other players or mobs they charm with their unique magical abilities (songs). |
| Cleric | Cleric | Wisdom 9+ | Any Cleric sub-classes | Clerics should chose a Deity for maximum effect, and often must adhere to strict Alignment restrictions to use their magic (prayers). |
| Druid | Druid | Constitution 9+ | Any Druid sub-classes | Most druidic magic (chants) work best in the appropriate wilderness settings. |
| Fighter | Fighter | Strength 9+ | Any Fighter sub-classes | One of the most straight-forward classes. Heavily dependent upon good gear. |
| Mage | Mage | Intelligence 9+ | Any Mage sub-classes | Mages start very weak, and are very delicate throughout their career having low hit points and poor armor. However, they make up for these weakness at higher levels where their magic (spells) is very powerful. |
| Thief | Thief | Dexterity 9+ | Any Thief sub-classes | This class relies upon stealth to deliver powerful attacks. Similar to Fighters, Thieves are heavily reliant upon their gear, although they cannot wear as heavy of armor as Fighters. |
How To Play
When you first create a character on CoffeeMUD, there will be a whole world of things to do, some of which won't unlock for particular classes or until certain levels. Generically speaking, any class can level from 1 to 91 (except Apprentice, which can only ever be level 1, and must TRAIN into another class to gain levels) without the assistance of another player. However, there may be tools required along the way to make that happen, and your character may need to discover some truths about their strengths and limitations before advancing. In terms of game hours, it will probably take a player more than one hour per level to get to level 91 (some levels may be easier than others). This doesn't mean every character can defeat every challenge, some are better at particular challenges than others, and sometimes you will require a different tactic than what you are trying to accomplish your goal.
Your first character should probably be one of the more basic characters until you understand the world better: a Mage (but don't specialize), a Fighter (or immediately TRAIN to a Monk), a Thief (or immediately train to a Assassin) or Cleric (or switch immediately to a Templar). These are the easiest classes to begin with.
- Mages will be weak at low levels and often fail at casting their spells, so will have to rely upon their staff or dagger for some damage. Learn to pick your fights while you have maximum mana, and consider PRACTICING your most important skills to get them to near 75% proficiency (the maximum proficiency you can spend practice points for). Be prepared to FLEE or have an adequate WIMPY setting for fights that run too long.
- Fighters will be heavy reliant upon their gear, so always upgrade your armor and weapons. The COMPARE command will be useful at low levels, but some powerful items compare poorly due to the nature of their modifiers being difficult to factor in the formula.
- Monks are a subclass of Fighters, and are less reliant upon gear. Make sure you select useful abilities to TRAIN and consider PRACTICING them to 75% proficiency. Monks generally do more damage while unarmed and unarmored, but some enchanted jewelry and clothing may be useful to them.
- Thieves do heavy amounts of damage when attacking from stealth, but lack the fighter's ability to wear heavy armor. Play a thief if you like sneaking around and picking your fights carefully. Always be on the lookout for better weapons and armor (limited to leather armor).
- Assassins area subclass of Thief, who specialize in killing. Assassins can be very powerful as they level.
- Clerics can use a variety of armors and weapons, similar to a fighter, but also gain access to powerful prayers. However, prayers are classified by their alignment, and are less reliable (if they work at all) when a cleric drifts from the prayer's base alignment. For example, cure light wounds is a GOOD prayer, and unusable by a pure evil cleric. It is important for a cleric to watch their alignment closely. For this reason, clerics can be difficult as a starting class, despite their many benefits.
- Templars are an evil cleric class that have access to a powerful prayer early on to create their own gear sets. This gear is better than base equipment, but remains at the level the gear was cast at, resulting in Templars recreating gear sets every few levels to ensure their gear is above average. Templars must remain evil, which requires finding good mobs to kill, so their adventuring areas may be more limited than other classes.
- Other classes not listed are entirely possible to play (or even mixes of subclasses within the same base class), but may require a larger learning curve than the above classes.
Your first character should complete their starting area, and continue to explore and/or kill mobs in the starting area until level 6. Make sure you READ signs, plagues and other notices while in your starting zone. Those will provide clues on the basics on how to play the MUD. It is often useful to use EXAMINE or LONGLOOK when you enter a room to notice extra details. Once you reach level 6, you will want to talk with Mrs Pippet or Mr Pippet (they are normally near your RECALL, except in Magthere Wa`q, to get transported to the open world adventering areas. Cora Isle starting zone also provides an option of riding one of two different boats to alternate cities to begin your adventures in. If this is your first character, you should choose Midgaard as your destination and new home until you are more familiar with the MUD.
How to Create the Ultimate Character
There are many definitions of what the Ultimate Character would look like, so it is difficult to provide a specific guide to this goal. Overall, there will always be a better option for something, so we recommend you play something you enjoy playing. Making the ultimate character can take years of development, tons of gold, lots of exploration, crafting, clan activity and other forms of experimentation. Instead of focusing on the end-character, we recommend you focus on short-term goals to get to longer-term goals. Some mechanics to making the ultimate character include:
- Breeding in in-game child (called PLAYERBORN) for additional benefits. This requires assistance from a cleric (for Christening the child) and can be greatly assisted by a druid or beastmaster to reduce the in-game time it takes to mature the child.
- Cross breeding races (with the assistance of a high level beastmaster) to find the perfect race.
- Crafting the perfect gear set (with assistance from Artisans, Arcanists, Reliquists, Gypsies, Enchanters and maybe other classes for support).
- Buying a permanent resident (which will eventually be reclaimed through the taxation system, if you don't maintain your character over many years).
- Running a successful Clan.
- Conquering areas with your clan
- Earning clan experience, clan trophies and clan achievements to make your clan (and clan members) even more powerful.
- Exploring Planar Travel
- Attaining permanent enchanted abilities (with the help of an Enchanter)
- Remorting your character (or Remorting 2 level 91 characters of each class, and 4 more level 30 characters of each class for the maximum possible remort rewards!). NOTE: This can take a very, very long time to get all possible remort achievements.
- Attaining the perfect travel companion or breeding partner (some charmed, befriended, bribed or otherwise convinced powerful mob to travel with you).
- Attaining every possible ability in the game (probably with the help of WISH, Achievements, or gear).
- Gaining knowledge of all the areas in the world for special items
- Areas give advantages for leveling different classes and races due to environment, layout, behaviors of mobs and other factors.
- Finding quests that give questpoints which exchange for useful equipment.
History
The first full-time CoffeeMUD server started running in early 2002 with the development of version 2.0 (1.2) of the codebase. At that time it consisted entirely of stock Merc/Dikumud areas that had been imported. These were very quickly expanded to include areas from other abandoned muds. Since then, talented builders have worked until over half of the 250 areas are of original authorship, as well as "CoffeeMudifying" the existing stock areas to take advantage of the features of the codebase.
Address
CoffeeMUD now offers a multitude of login options to address a variety of playstyles. All are available at coffeemud.net, but the different ports have different play options.
IP Address: coffeemud.net:(port number) or 104.14.28.106:(port number)
| Port | Account | Multiplay | Features |
|---|---|---|---|
| 23 | Standard | Yes (3) | This is the standard version of CoffeeMUD, with optional Player Kill toggle. Uses the shared Account. |
| 2323 | Standard | Yes (3) | This is the standard version of CoffeeMUD, with optional Player Kill toggle. Uses the shared Account. |
| 2324 | Standard | Yes (3) | This is a persistent Player Kill port. Your Player Kill flag may not be toggled, but you will not experience Hunger or Thirst on this port. Uses the shared Account. |
| 2325 | Hardcore | Yes (3) | This port uses a separate account (hardcore) for your characters. Experience rewards are tripled for kills. However, any death will result in permanent deletion of the character. Uses a separate hardcore Account, and hardcore characters may only join hardcore clans. |
| 2326 | Standard | No | This is a heavy Role-Playing Port.
|
| 2327 | No account | Yes (3) | This is a classic view of how CoffeeMUD was originally started:
|
Website
MUD Clients
There are many good MUD clients out there. Besides using the web application (Siplet) to play CoffeeMUD, our playerbase has provided a listing of useful clients to try:
- Listing of MUD Clients
Contact Email
Loki@coffeemud.net
Zac@Coffeemud.net
These contact emails only work if you have a CoffeeMUD account associated with your email account.
Clans
Clans are internal social organizations within CoffeeMUD. As you might have guessed, our CoffeeMUD uses the default Clan Settings.
Achievements
Achievements are a way of flagging special events in a character's career, or over a player's account. CoffeeMUD has a modified list of the default achievements.
Online Resources
Tok has generated a series of videos explaining CoffeeMUD.
Accessibility Information
CoffeeMUD has a long list of features useful to players using screen-readers. See our Guide For Screen-Reader Users (work in progress).