Set after the battle of Yavin IV and the destruction of the first death star, create the character and persona you want, and tell your story as you travel the galaxy!
Our game system is based upon the d20 system and SAGA rules. If you've played Knights of the Old Republic, or the tabletop RPGs, you'll know what to expect. If not, we have a template system that will let you learn as you play.
Play the character you want. Are you an imperial pilot? A jedi in hiding, or a rodian bounty hunter? Our system gives you hundreds of options to customize your character build.
Explore a massive galaxy with an ever-growing number of planets. Buy and customize one or more star ships and make your mark at each star port you visit.
What are we?
d20MUD is a text based multiplayer online role playing game. Modern MMOs are derived from games like ours, which are in many ways similar to MMOs except using the medium of text instead of graphics.
Why Text?
Text might seem a little archaic when it comes to games. But it actually offers incredible flexibility, both with game design and in playing the game itself. The hardest part about text is learning the commands to play the game, and getting used to a game without graphics. As developers, we are limited only by our imagination. We don't have to do the painstaking work of creating models and animations for every aspect of the game. This gives us incredible freedom as well as speed in developing new features. As a player, once you know the commands, you can really express yourself, describe your character and your gear, precisely the way you want.
Why d20MUD?
d20MUD has been in some form of development since 2005. We are the only d20/SAGA based Star Wars MUD or MMO out there. We are truly unique. If you're a fan of the d20 system and/or the SAGA system, love Star Wars, enjoy role playing or even just some hack and slash fun, we're quite sure you'll have a lot of fun playing and exploring the game. If you've played the old Bioware Knights of the Old Republic RPGs, they also used d20 system rules.
How do I Play?
If you've played a MUD before, simply point your favourite MUD client to starwars.d20mud.com port 5500. If you're new to MUDs, or just prefer to play in your browser, head on over to our web client. If you're viewing this from a mobile browser, we also have a mobile web client.
Our game is 100% free to play. No up-front cost, no monthly subscriptions, no pay-to-win or even pay-for-perks. Everything is 100% free, and everything achievable can be earned just through playing the game.
Your character, your story. d20MUD offers many ways to customize your character. Choose from one of 6 base classes and more than 15 advanced classes. Select your species, from Wookies to Zabraks, Hutts to Battle Droids, there's over 35 races to choose from in all. Customize your character's appearance as well as the gear your wear. With over 600 abilities to choose from, you have all you need to create the star wars denizen you desire.
Our game is set after the destruction of the first death star at the end of episode iv 'A New Hope'. As such there are few force users out there, however you can be one of those few! Whether you're a jedi in hiding, an apprentice to Darth Vader, a nightsister of Dathomir or a self-trained natural, you'll have the ability to use numerous force powers as you travel across the galaxy, your lightsaber at your hip. We have an ever growing number of force powers to wield, some exclusive only to light or dark side users of the force.
The galaxy is a big place, and you'll be able to navigate it's numerous systems in your own star ship. Purchase and upgrade your ship, from Tie Fighters and X-Wings up to cruisers and gunships. Engage in space combat against NPC ships and loot their wrecks for parts and sellable cargo. Level up as a pilot to improve your skills and gain new piloting abilities.
Every character has their own look. Stormtroopers have their armor, rebel pilots their flight suits, and jedi their robes and lightsabers. Our game allows you to create new gear, describing it as you please. Most looted gear can also have their appearance altered to whatever you want (that's theme-appropriate). Furthermore, as you gain skill as an artisan, you can use looted or purchased datachips to create gear with high bonuses, even approaching the best looted gear in the game. You can sell your gear player-to-player or through our in-game auction house.
One of the best things about our game is the sheer ease and flexibility when it comes to role playing. You just can't beat pure text for freedom of expression in a game. Whether you're role playing one-on-one, in a group, on certain approved role play channels or even by keeping your own in-character journal, you'll be able to earn experience points, role play points and account experience as you do so, allowing you to level up and improve your character just through role play.
Note that you must be whitelisted by a staff member first, as we've had abuse in the past.
The Galaxy Keeps Moving: August 26–September 10 Update
September 10th, 2026
September 10th, 2026
The Galaxy Keeps Moving
The last two weeks have been one of the largest improvement passes d20MUD: Star Wars has seen in some time. This update brings a guided new-player experience, public character profiles and badges, deeper ammunition combat, new quest tools and faction content, a much more capable web client, world additions, staff quality-of-life improvements, and important reliability work behind the scenes.
The new guide system is now available in game. It introduces characters to core mechanics and helps turn the first hours of play into a clearer path through the galaxy rather than a wall of unexplained commands.
The guide tracks meaningful milestones across character development, combat, equipment, travel, trade, roleplay, daily tasks, and now the ammunition system. It can surface the next useful step, record progress, and award the appropriate account-experience and gameplay rewards when an objective is genuinely completed.
Daily goals have also been tightened up: account experience is awarded only when a daily objective is finished in full, each completed daily grants 100 account experience, and the account-experience cap applies consistently across all sources.
whoisCharacters can now earn and display account-backed badges. Use badges to view earned badges, badges info <badge key> to inspect a badge's description and bonuses, and badges equip <badge key> to choose your equipped badges. Badge APPLY bonuses stack with other bonuses; characters can equip one badge initially, then unlock additional slots at levels 10, 20, 30, and 40. Equipped badges appear beside the character in who and whois.
The new whois <character> command provides a compact in-character profile with faction, species, profession, level, badges, and—when the player allows it—their description. Players control their profile privacy, including public, introduced-only, and anonymous visibility options. This makes it easier to recognize familiar faces while respecting roleplay boundaries and character identity.
Blaster and ballistic weapons now use ammunition stores rather than automatically spending credits when they reload. Every compatible weapon can be loaded with a preferred ammunition type, and a weapon that runs dry still works at 50% normal single-shot damage. A bad reload situation is a tactical problem, not a complete loss of agency.
Players can visit an ammunition quartermaster, purchase and reload compatible ammunition, manage their carried supply, and use the streamlined ammo command to see current stores. The carried limit is 2,000 total charges, including ammunition inside carried containers; loaded weapon charges are excluded. New characters begin with standard ammunition, while existing characters receive a one-time legacy top-up. Use help ammunition or the quartermaster's catalog for full descriptions; the no-argument ammo command stays focused on what you currently carry.
The complete catalog now creates real tactical tradeoffs (prices are per 100-charge pack):
Standard attacks consume one charge, rapid shot two, burst fire five, and autofire ten. Standard ammunition reloads with a move action (quick/minor with Rapid Reload); specialty reloads use a full standard action (move with Rapid Reload). Charged specialty shots apply their listed Dexterity/Reflex recoil until the attacker's next turn and can jam the weapon. Recoil Dampener R1 cyberware reduces each recoil penalty by 2; R2 reduces each by 4, with damaged implants operating at half strength. A jam blocks subsequent attacks until unjam main or unjam offhand, which costs a move action in combat and persists through save, rent, trade, storage, and copyover. Fire-mode restrictions are checked before charges or actions are spent, and empty emergency shots do not apply recoil or jams. All specialty profiles consume normal mode charges; the old charge-cost field remains only for catalog compatibility.
The new Recoil Dampener R1 (level 5, 65,000 credits) and Recoil Dampener R2 (level 15, 160,000 credits) cyberware entries are available through the augmentation system. They occupy the same recoil-compensation slot, so a character must choose between the lighter +2 reducer and the heavier +4 military-grade system.
The system covers weapon preferences, reload handling, purchasing, crafting, shop support, storage, rent, trade, copyover, persistence, and special-attack paths. It also has in-game help, a guide entry, database migrations, and dedicated automated tests. Your prompt can show loaded ammunition with prompt ammo.
The Star Wars web client has received a substantial HUD and MSDP pass. It now supports a much wider set of real-time game information, including player and bank data, quest progress, group status, target and tank health, cooldowns, maps, bacta, power cells, loaded weapon ammunition, and combat action economy.
Launch the Star Wars web client
Star Wars players will find:
The MUD now publishes the additional MSDP values required for this HUD, including the action-economy values and live weapon ammunition data.
Faction storytelling has grown substantially. The Restore the Republic Rebel recruitment line has been tested and refined, with clearer objective feedback and stronger room-based objective support. A full ten-quest Hutt Cartel recruitment storyline has also been outlined, creating a dedicated path for characters who want to build a future in the underworld.
Quest authors now have more expressive objective types:
quest info <id> that appear in the web client's quest tab.The live quest editor and quest list have been improved with clearer controls, sortable columns, and correct numeric level ordering. Quest-completion feedback is now more visible to players.
New early-level world content has also been added, including a moisture-farm mini-zone, new level-appropriate gear and enemies, scavenger encounters, and a rival cartel assassin on Nar Shaddaa.
goto list now lists taxi locales with their planets and sorts them by space system. Staff can use goto <taxi locale> to reach those locations directly. Staff taxi and shuttle travel takes ten seconds, while staff hyperspace calculations complete in five seconds.
Spaceport tools have also received quality-of-life work. Typing tow without an argument lists ships a player owns that are not docked at the current station, and staff have an option to avoid seeing every other player's docked ships at a spaceport.
Combat prompts can now show available Standard, Move, and Quick actions with prompt actions. Loaded ammunition can be added independently with prompt ammo, while prompt all includes both options. Recent quality-of-life work also improves hyperspace destination readability on dark backgrounds and makes key status information easier to parse at a glance.
This update is not only player-facing. Staff and builders have received tools that make running and expanding the game safer and faster:
BADGES INFO, and account-wide staff/script/quest/C-code assignment hooks.Alongside this work, several crash and pointer-safety fixes, idle-connection investigation and handling improvements, and general stability fixes have gone into the game.
Whether you are starting your first character, joining the Alliance, working for the Cartels, hunting bounties, creating content, or building a long-term career in the galaxy, there has rarely been a better time to log in.
May the Force be with you.
Galaxy Update: August 23–25, 2026
August 25th, 2026
August 25th, 2026
Make a Life in the Galaxy
Farms become supply chains, houses become homes, combat gets a serious balance pass, and every crafted vice now has a lifecycle.
Housing has grown from a place to log out into a persistent base of operations. House owners can establish farm plots in their rooms, and the game now recognizes those spaces as part of everyday life in the galaxy.
Create a farm plot in an eligible house room, plant a crop, let it mature, and harvest resources for cooking and chemistry.
Farming resources and crafted items persist through copyover and reboot, closing the gap between harvesting an item and actually owning it.
Objects dropped in your house persist, and house storage chests support normal get and put commands, including get all and put all.
Characters who leave the game in their homes can return to that house, while rooms with farm plots advertise their ready-to-use growing space.
The farming, butchering, Provisioner, and Chemist systems now form a connected crafting loop. Gather ingredients, turn them into useful goods, and make your profession part of the player economy.
Use friendly crop names such as farm plant citrus. Planting, maturity, harvesting, quality, and persistence are tied together.
Eligible NPC corpses now correctly retain their butchering profile. Set CAN_BUTCHER, defeat the creature, and harvest its configured resources with butcher corpse.
Craft food, drinks, alcohol, tobacco, and cannabis products. Friendly recipe names mean craft rolled tobacco works without the internal recipe ID.
Create stims, medpacks, antitoxins, and spice. Use recipes to inspect ingredients, skill requirements, output, and effects before committing materials.
craftingbrief and ScreenReader mode provide concise start and finish messages.Alcohol, spice, tobacco, and cannabis have been rebuilt around a clearer lifecycle. The first use gives the intended benefit; the downside arrives on its own timetable.
Try drink, use, or smoke with a crafted substance and watch bonuses or affstats for its named effect. Consumable effects are now bounded so high crafting skill improves quality without producing extreme bonuses or penalties.
A broad combat audit has been implemented to bring mobs, players, abilities, conditions, and build choices into the same balance model. The goal is forgiving early combat and meaningful danger after the tutorial range.
Automatic mobs now use smooth level-based HP, attack, defense, damage, attack-count, and role profiles instead of disconnected tables and extreme multipliers.
Same-level automatic mobs receive an incoming-action damage cap, while high-risk Force and technology abilities use explicit action budgets.
Condition loss is gated, limited per action and round, and uses a linear penalty curve so one bad condition does not automatically decide the rest of the fight.
Dual wielding shares an iterative attack sequence, offhand damage and ability damage are bounded, heavy armor and Constitution mitigate damage, and two-handed Strength builds gain a real contribution.
Target: forgiving below level 10, challenging from level 10 onward, and no routine same-level one-shot victories.
Staff can now inspect and repair the world’s content using tools that expose the same numbers the game uses in play.
combatstatsView effective HP, defenses, condition penalties, mitigation, attacks, caps, and expected automatic mob values.
mobauditFind automatic mob prototypes whose HP, armor, or damage falls outside the selected profile. Use mobaudit custom for deliberate exceptions.
mobaudit fixRepair a specific automatic mob after confirming its zone and profile. The highest admin level can use mobaudit fix all for the full eligible set.
recipeeditGod-level staff can create, edit, validate, and remove database-backed Provisioner and Chemist recipes with live catalog reloads.
bonuses lists the active modifiers applied to your character, with aligned columns and source descriptions. Non-stacking applies use the greatest effective value.!UNUSED!.This release also includes fixes for farm persistence, corpse eligibility, recipe lookup, combat edge cases, and administrative workflows. The result is a stronger foundation for the next layer of content: more crops, more recipes, more creature resources, and more reasons for players to rely on one another.
Galaxy Update: August 18–22, 2026
August 22nd, 2026
August 22nd, 2026
The Galaxy Keeps Moving
A week of new ways to shape your character, build the world, run the economy, and survive the next round.
Genetic reconfiguration is now available through the Black Clinic Surgeon in the Novania Genetic Research District on Arkanis. Change your race while keeping your class, levels, skills, feats, and stat allocation intact.
reconfigure <race> now produces a complete before-and-after report before requesting confirmation.See racial and effective ability scores, size, level adjustment, skill modifiers, racial defense modifiers, and Fortitude, Reflex, and Will totals.
The preview lists every feat rank gained or lost. The procedure removes old racial ranks and grants the new race’s ranks available at your current level.
Class and remort experience are shown before and after conversion. If an advanced race has a higher level adjustment, the preview gives the exact rollback required to preserve its experience curve.
Run levelhistory, then the displayed rollback <number> command and confirmation before re-previewing. Lost class ranks, hit points, saves, skills, feats, ability increases, and experience are additional to the racial changes.
Incompatible armor and weapons are moved safely to inventory, compatible gear stays equipped, health is preserved proportionally, and a successful procedure begins a 30-day recovery period. Staff can clear a player’s recovery timer with resetreconfigure <player>.
After confirming a respec, characters no longer have to find their way back through level-zero character generation.
Use respec template <template name> after listtemplates to apply a template without receiving duplicate character-generation starter gear.
Use respec custom, then assign ability scores with setstats from anywhere before using levelup.
The unfinished build choice is saved across logout, and older incomplete respecced characters are automatically recovered into the same safe flow.
The auction house has been rebuilt around MySQL-backed object persistence, so listings and their objects survive restarts reliably.
List by item category, item type, wear slot, all listings, or your own listings, with optional object keywords.
Prospective buyers can inspect an item’s stats before purchasing instead of bidding blind.
Seller ownership, storage, purchase, cancellation, and listing filters now use the persistent object repository.
Try the expanded form: list (category|wear slot|all|mine) [keywords].
Every combat round, initiative position now affects hit rolls, damage rolls, and Armor Class. The size of the swing scales with the number of combatants.
2 combatants: +1 / −1 • 3: +1 / 0 / −1 • 4: +2 / +1 / −1 / −2
That means winning initiative matters immediately, while falling behind creates a real tactical disadvantage.
Artisan skills have been consolidated into 15 canonical, player-facing disciplines. Old saved ranks are migrated to their appropriate replacements during login.
skills list.The map command now displays a larger radius, making navigation and local planning easier.
spedit can add and edit space sectors, and planets now select from the maintained sector list.
transportedit lets builders maintain taxi and shuttle locales in game.
olist can filter by applies and object types in addition to its existing options.
When a charmie dies, its belongings now transfer automatically to its owner. If the owner cannot carry them, the items are placed in the room instead of disappearing.
This closes a painful edge case for players who rely on companions for gear storage and combat support.
Builders can use setroomname, setroomsector, and setroomflag without leaving the game.
Every existing SPECIAL() procedure can now be assigned to rooms, mobiles, and objects from redit, medit, and oedit.
The long-standing medit bug that blocked creation of new mobile prototypes has been fixed.
The new MOB_PLOT flag protects story characters from combat, damage, movement, charm, and control. Only staff force or switch actions can override it.
Roleplay reward auditing now detects suspicious reward patterns and alerts staff for review. Reward records include the information needed to investigate abuse without making ordinary roleplay harder.
The bug, idea, and typo workflow has also moved into the note system, with explicit open, in progress, and resolved states.
Staff can schedule a delayed copyover with a command such as copyover 300. The game sends timed alerts to everyone online, while cancellation instructions are shown only to staff.
The first delayed-copyover alert now briefly explains what a copyover is, so players know why the world is preparing to restart and that their character state is being preserved.
Help keyword parsing now treats dashed multi-word keywords as a single phrase that can be abbreviated or typed with spaces. For example, help genetic and help genetic reconfiguration reach the same entry.
New and refreshed help entries cover genetic reconfiguration, auction filters, copyover scheduling, roleplay flags, map radius, space sectors, and related builder tools.
This update includes a broad crash, memory-leak, and dangling-pointer pass across communication output, combat, character loading, objects, mail, triggers, scripts, and space systems.
Whether you are rebuilding a character, listing a rare item, racing for the top of the initiative order, refining materials, editing a sector, or protecting the next story NPC, the galaxy has more room for your choices than it did last week.
Game Update: August 3–17, 2026
August 17th, 2026
August 17th, 2026
The galaxy has been busy.
Since August 3, we have expanded space travel and industry, added new character paths, improved progression and companion systems, and made a large number of reliability and quality-of-life updates.
Space gameplay received the largest expansion in this update. Ship construction now has a complete multi-stage workflow covering industrial facilities, projects, contracts, financing, credit settlement, quality rules, outfitting, and commissioning.
Mining and refining are now playable end-to-end. Light prospectors and mining emitters can collect resources, which can then be refined and used in construction. Ship and module crafting now use minimum skill requirements and skill checks, with better results improving the chance of higher-quality work.
The new Starship Ace prestige class rewards experienced pilots who designate an owned vessel as their signature ship. Its abilities improve ship defense, gunnery, ship systems, and evasion.
Daily bonuses now also include pilot kills, space mining, and supply orders. Daily resets are handled by the game even for characters who were offline when the reset occurred.
New and updated player guides now cover mining, refining, ship construction, and module crafting.
Three new class options are now available, adding new nontraditional and advanced ways to play.
Perform songs, dances, stories, instrumental pieces, and holo-spectacles in cantinas. Patrons can watch, listen, and tip performers. Audiences receive temporary buffs and rewards, while entertainers earn experience for successful performances.
Build a criminal network, use contacts to locate targets, gain access to criminal resources, inspire fear, and summon loyal lieutenants. The class also includes multiple capstone choices supporting different leadership styles.
Specialize in a signature ship and gain progressively stronger piloting and ship-combat benefits.
The first few qualifying advanced class and race unlocks on an account now use reduced account-experience prices. An obsolete remort restriction on creating Force-sensitive characters has also been removed.
Character progression and everyday play received a broad series of improvements.
levelhistory. The new rollback command previews
the effects of removing recent tracked levels and requires a confirmation
code before finalizing.
dismiss and summoncharmies
commands make them easier to manage, and dismissed charmies retain equipment.
all keyword, including
commands such as house chest deposit all.blaster.
autohit setting allows hit without
a target to attack the first mobile in the room.
time command
has been refreshed.
norpsay and norpemote commands support
scripted, aliased, or triggered IC text that should not award RP rewards.
Intermud-3 support has been added. Once the gateway is configured, players can communicate with compatible MUDs through several new commands.
i3chat for Intermud-3 channel chati3channels to manage channel subscriptionsi3tell for private cross-MUD messagesi3mudlist to view the current Intermud-3 MUD listThis update also includes a broad memory-leak and crash-fix pass across combat, space, objects, mail, triggers, scripts, and character systems. Autohit and several edge cases in item and industry handling received additional fixes.
Builder workflow has improved as well. buildwalk now repairs
or reuses logical connections when a new room would overlap an existing room
on the automap, and the test-character command gives administrators a faster
way to create controlled test characters.
Obsolete fantasy-era systems were also removed or renamed so the remaining systems use terminology that better fits the Star Wars setting. Additional help coverage, including the Armor of Abeloth Force power, has been added as these systems continue to grow.
Thank you for helping us test the new systems and report the rough edges.
More industry content, class abilities, and galaxy-wide activities are on the way.
August 3rd, 2026
The galaxy is evolving in a big way.
Recently, we have been working on expanding nearly every aspect of the game, from starships and exploration to player housing and an entirely new industrial economy.
While many of these systems are still under active development, they are laying the foundation for one of the largest gameplay expansions the game has ever seen. Here is a look at what is coming.
Space has always been an important part of the game, but it is becoming far more dynamic.
We have continued refining the entire ship system, making space travel smoother, combat more engaging, and starship management more reliable than ever before.
Ships now exist as persistent vessels within the galaxy rather than as collections of disconnected systems. This opens the door for more advanced gameplay while making everyday activities such as launching, docking, hyperspace travel, towing, and combat feel more polished and consistent.
NPC ships have also become a little smarter, with more ship AI improvements coming. Some will peacefully go about their business, while others may actively hunt their prey, creating more interesting encounters throughout known space.
Builders now have significantly improved tools for placing ships throughout the galaxy, allowing the universe to feel more populated and alive than ever before.
Perhaps the biggest addition on the horizon is the new Space Industry system.
For the first time, players will be able to carve out careers that have nothing to do with bounty hunting or combat.
Rather than simply purchasing everything from NPC vendors, players will become a driving force behind the economy.
The new industrial system is designed to support all of these playstyles—and many more.
Industry is not just another crafting profession. Dedicated mining vessels are here, each designed for different roles.
Prospector-class ships will excel at exploration and surveying, while larger industrial vessels will focus on extracting huge quantities of ore.
Even standard ships will be able to participate by installing the proper equipment, allowing every pilot to get involved regardless of their preferred vessel.
One of the most exciting additions coming with industry is true player craftsmanship.
Instead of every manufactured item being identical, skilled engineers and shipwrights will have opportunities to create equipment that stands above ordinary production.
Superior craftsmanship will not simply create random bonuses. Builders will choose how they want to specialize their creations.
This means master craftsmen can develop reputations of their own, with players seeking out specific builders known for producing exceptional equipment.
Industry is designed around cooperation. Different professions naturally feed into one another:
Construction contracts will also allow players to hire one another to manufacture equipment and starships, creating entirely new opportunities for commerce throughout the galaxy.
Life in the galaxy is not all about flying starships.
We have also implemented a brand new neighborhood housing system. Players can purchase homes within player neighborhoods, expand them room by room, customize room titles and descriptions, invite guests, and create homes that reflect their own style.
Storage has also received a major overhaul. Each house can contain multiple persistent storage chests capable of safely holding valuables, containers, and nested items, giving collectors and decorators far more freedom than before.
The system has been designed so homes only exist while occupied, allowing neighborhoods to scale efficiently without sacrificing persistence.
Best of all: you can buy and customize your home—or homes—without requiring staff involvement.
A huge amount of work has gone into improving how the game saves information.
The new persistence system stores virtually every detail about your items and equipment much more reliably than before.
These improvements may not always be immediately visible, but they provide the stable foundation needed for many of the larger features currently in development.
Ship interiors have also received a complete modernization.
Instead of every player ship permanently occupying world rooms, interiors are now generated only when someone boards the vessel.
This allows far more ships to exist in the galaxy while greatly reducing unnecessary resource usage.
For players, everything remains seamless: you board your ship, its interior is there waiting for you, and when everyone leaves it quietly unloads until it is needed again.
Coming soon: customization of player ship interiors.
These updates represent far more than isolated features. They are the building blocks for a galaxy that feels larger, more alive, and driven by its players.
Exploration will become more rewarding. Industry will create entirely new professions and lead toward structure construction and capital ships, laying the groundwork for a more living galactic war.
Custom-built ships and equipment will give skilled artisans lasting reputations. Player housing will provide places to call home. Improved persistence will ensure everything rests on a solid foundation for years to come.
This is just the beginning.
We are incredibly excited to see players explore these systems, build thriving businesses, discover untouched resource fields, and leave their mark on the galaxy.
The future of the frontier has never looked brighter.