Welcome to d20MUD: Star Wars. This is a persistent, class-based Star Wars MUD with ground adventures, role-play, crafting, a player economy, ships, and long-term account progression. You do not need to master every system at character creation. Start with a survivable character, learn the command tools below, and add a profession or space career once the basic game feels comfortable.
This guide intentionally skips ordinary MUD fundamentals such as movement, look, get, wear, and kill. Use help commands for those. Commands in this guide are the systems that are especially useful or distinctive here.
Your first session
These commands make an excellent first checklist:
score
skills
feats available
abilities combat
quest progress
rpsheet
daily
backupThey answer the most important early questions:
- What am I good at?
score,skills, andfeats availableshow your character's current numbers, trained skills, and legal next feat choices. - What can I actively do?
abilities combatlists usable combat abilities. Tryabilities force,abilities medical,abilities technical, orabilities echanionly if those paths apply to you. - What should I do next?
quest progressreports your current quest goal; use it any time you lose the thread. - Am I keeping up with role-play progression?
rpsheetshows your RP points and the quota that protects your experience gains. - Which bonus is active today?
dailyreports daily PvE, crafting, role-play, and account-experience progress. - Can I recover from a game problem?
backuprecords your carried and worn equipment for staff reimbursement if a qualifying bug or scam causes a loss. Use it manually after important gear changes—never automate it.
If you need help, ask a short, specific question on the newbie or support channel, or use petition when no one can answer. chat is general out-of-character conversation; game is for game discussion; the role-play channels are for in-character interaction only.
A good first-character mindset
This game uses d20-style rolls. Your attack or skill bonus is added to a d20 and compared with a defense, another roll, or a difficulty class. A focused build performs better than a character that tries to raise every ability and every weapon style at once.
For a straightforward combat character:
- Choose Strength for a two-handed melee focus, or Dexterity for most other weapon styles. Start with one of them high and continue improving it.
- Value survivability early. Reflex defense, Fortitude, armor proficiency, and damage reduction often save more time than chasing a small damage gain.
- Pick one weapon family and make your feats support it.
weapon focus, proficiency, and later specialization are much more useful when they all apply to the weapon you actually wield. - It is normal to multiclass. A first level in a class can grant useful defenses, armor proficiency, weapon proficiency, or starting feats.
There is a safety net. respec rebuilds your character from level 0 while keeping earned experience, credits, and reputation; it costs account experience based on your level. Use levelinfo to review your past level choices before a respec. A respec erases that level-history record, so inspect it first.
Do not spend account experience casually. It is a currency shared by the characters on your game account, rather than ordinary level experience tied to one character. account shows your account information and unlocks; accexp spends account experience. Most purchases are permanent and have no refund.
Progression at a glance
| System | What it does | Best early habit |
|---|---|---|
| Character levels | Provide class levels, feats, skill points, and ability progression | At a trainer, plan each gain choice around your primary weapon/style. |
| Feats | Grant passive bonuses, proficiencies, and sometimes new commands | Check feats available before leveling, then use learn <feat> at the trainer. |
| Skills | Improve checks, defenses, professions, and many special commands | Keep the skills used by your chosen class and playstyle trained. |
| Role-play points | Support XP gains and unlock role-play benefits | Use real in-character interaction and check rpsheet regularly. |
| Account experience | Unlocks account-wide classes, races, and other options | Treat it as a long-term currency; check account before spending. |
| Reputation | Earned from quests, bounties, supply orders, and task forces | Save it for emporium items and reputation progression. |
| Artisan progression | Separate production progression for harvesters and crafters | Ignore it until you want to craft, then start with artisan. |
Account experience: earn it, then plan it
Account experience (often written account exp or accexp) rewards account-wide progression. Your current balance appears in score; it remains available to your other characters, so a purchase made on one character affects the account as a whole. It is separate from character XP, Artisan XP, RP points, credits, reputation, and gift experience.
The main way to earn it is genuine, staff-eligible role-play. Role-play awards can give regular XP, RP points, and account experience together, and your RP account-exp bonus improves that reward. You can also earn it from eligible daily PvE and crafting activity, completed supply orders, redeemed resource merits, and PvP results. The daily/repeatable account-exp rewards have a 500-per-24-hour character cap; score displays daily account-exp gains and daily explains the current daily-bonus opportunities. Supply orders and resource-merit redemption report when this cap prevents their reward.
Use these commands to inspect opportunities before spending:
| Command | Use it for |
|---|---|
score | See your account-exp balance and daily account-exp gain total. |
account | Review account-level information and what your account has already unlocked. |
accexp race | List eligible advanced-race unlocks and their costs. |
accexp class | List eligible prestige-class unlocks and their costs. |
help account experience / help accexp | Read the current rules and exact command syntax before making a purchase. |
Account exp can pay for eligible advanced races and prestige classes, which become available to present and future characters on the account. It can also buy additional item-bank slots, obtain an item schematic, support a respec, and enhance qualifying inventory items through accexp item. Item enhancement is a late-game choice: its costs and prerequisite chain are substantial, and a PvP item option trades lower enhancement costs for the risk of the item dropping on PvP death. New players are usually best served by saving account exp until they have chosen a long-term class or race goal.
Class, feat, and skill commands
| Command | Use it for |
|---|---|
gain | View the level-up options at a trainer; use its displayed syntax to take a class or Artisan level. |
feats known | Review feats you already have. |
feats available | See feats you currently qualify to learn. |
learn <feat> | Learn an available feat at a trainer. Some feats need a specific weapon, skill, or spell: learn <feat>:<weapon/skill/spell>. |
skills | List skills and current ranks. |
help skill <name> | Learn what a particular skill changes. |
levelinfo | Review stored level-by-level choices; levelinfo search feat <name> is useful when retracing a build. |
respec | Rebuild the character. Read help respec before confirming. |
templates | Review ready-made build directions if you want a starting concept rather than designing from scratch. |
Learn the combat information tools
Combat is not only attack and damage. These commands prevent expensive fights and explain why a character is struggling:
| Command | Why it matters |
|---|---|
consider <target> | Estimates a target's danger relative to you. Use this before engaging unfamiliar enemies. |
autocon | Toggles the danger marker that appears beside mobs; it is on by default. |
diagnose <target> | Shows a target's condition and injuries. |
score | Shows your core combat and progression information. |
defenses | Shows the components of your Reflex, Fortitude, and Will defenses during combat. Use it to understand a difficult fight. |
affects / affstats | Shows active buffs, debuffs, and their effects. |
equipment / eqstats | Checks equipped items and their condition. |
lore <item> | Attempts a free Knowledge-based item identification. |
identify <item> | Identifies an item at an archaeologist or with an identify kit for credits. |
compare <item 1> <item 2> | Quick comparison for two candidate items. |
encumbrance | Checks whether carried weight is slowing you down. |
contain | Restricts your area attacks to enemies you are fighting; strongly consider keeping it on in groups. |
Abilities and buffs
The game separates usable abilities by discipline:
abilities combat
abilities force
abilities medical
abilities technical
abilities echaniUse the discipline command to see what you know, then activate an ability with the relevant family command, for example:
useforce '<power name>'
usemedic '<ability name>'
usetech '<ability name>'
echani '<ability name>'Quoting multiword ability names avoids ambiguity. buff self can apply your enabled buff abilities together; buff toggle <ability name> controls which ones it uses. activate <gadget> operates an equipped/held gadget, and inject <stimulant> uses a stimulant such as a healing or recovery item.
Objectives, money, and daily play
Quests
Quest givers visibly advertise that they offer a quest. At the giver:
quest list
quest join <number>From anywhere:
quest progress
quest history
quest leaveQuests offer story, XP, credits, quest points, and sometimes gear. If a quest is repeatable, questrepeat can renew it automatically before expiry.
Bounties and task forces
Bounties are a reliable combat loop for credits, reputation, and experience. At a bounty office:
bounty new
bounty new <target>
bounty complete
bounty quitbounty by itself shows the active contract. A bounty hunter's commlink can let you take and turn in bounties away from an office.
Task forces work similarly, but affect alignment based on the alignment of the target. If alignment matters to your character, read help task-forces before accepting one.
Credits, banking, and item safety
- Bank credits instead of carrying every credit on hand. Use
balance,deposit <amount>, andwithdraw <amount>at a bank. - Use
backupafter acquiring, crafting, installing, or trading important gear. It records equipment, not a general undo for voluntary losses. - Use
lore,identify, ortrybefore a major purchase. Item names and descriptions are not a substitute for inspecting the actual stats. bundle <material> <quantity>combines harvestable materials for trade;unbundle <bundle>separates them for crafting.dailyis worth checking once per session. It tracks the temporary 1.5× rewards for eligible PvE, crafting, and role-play activity.
Player housing and persistent storage
Player housing is an optional long-term home, social space, and secure item storage system. At a housing neighborhood, use house list to see houses and their purchase price. Buy one with house buy <name> (or omit the name for a default), then enter it with house enter <house id>. Inside, house info shows the house, room, and chest counts plus the local prices; house leave returns you to the neighborhood entrance.
Houses are private. The owner can use house guest <player> to add or remove that player's entry permission. Guests may visit, but the owner alone manages the house, its chests, and the items in them.
| Command | Use it for |
|---|---|
house list | At a housing neighborhood, list houses, owners, room counts, and the new-house price. |
house buy <name> | Purchase a house in the current neighborhood. |
house enter <house id> | Enter a house in the current neighborhood if you are its owner or an approved guest. |
house guest <player> | Owner only: toggle a player's permission to enter. |
house build <direction> | Owner only: add a room in a valid open direction; it costs credits. |
house title <text> / house description <text> | Owner only: personalize the current room. |
house extra <keyword> <description> | Owner only: add an inspectable extra description to the current room. |
House storage chests
Storage chests are the safe way to leave items at home. Buy one in the room where you want it with house chest buy, then use house chest list to see its ID and location. Chest contents are persisted in the object repository; they are not ordinary floor items or ordinary containers.
house chest contents <chest id>
house chest deposit <chest id> <item>
house chest deposit <chest id> all.<keyword>
house chest withdraw <chest id> <item description>Do not use ordinary put on a housing chest—the game deliberately directs you to house chest deposit so the item is stored persistently. The owner can also move a chest to the current house room with house chest move <id> and customize its keywords, short description, or room description with house chest keywords|short|room <id> <text>; these actions have neighborhood-set credit costs. Check a chest's contents before depositing irreplaceable gear, and use backup after withdrawing important equipment into your inventory. Use house chest deposit <chest id> all.<keyword> to deposit every matching carried item at once, such as house chest deposit 3 all.blaster. all on its own deposits all visible carried items.
Role-play, community, and groups
Role-play is a progression system here, not only a social extra. Genuine interaction earns role-play points, regular experience, and account experience. Meeting your current RP-point quota helps retain maximum XP gains.
Use the channel that matches the conversation:
| Command | Intended use |
|---|---|
rsay <text> | In-character speech to people in the room. |
rpgsay <text> | In-character speech to your group, regardless of distance. |
holonet <text> / shout <text> | Global in-character communication. |
rpmote <text> | A manually written in-character emote. |
chat <text> | General out-of-character conversation. |
newbie <text> | Ask a beginner-oriented question on the global help channel. |
support <text> | Ask players and staff for help. |
game <text> | Discuss game systems or bugs after reporting them. |
tell <player> <text> | Private communication. |
mail | Send in-game mail when a player is offline. |
Do not use role-play channels for out-of-character talk or unattended automation. Type role-play messages yourself and interact with another person; the game rules prohibit farming RP rewards with triggers.
Groups are valuable for safety, experience, and learning. If an experienced player offers help, two special systems are worth knowing:
mentor <level>lets a higher-level player temporarily lower their power so they can adventure with a lower-level character without capping the newer player's experience.mentor offrestores normal power.apprentice <player>creates a master/apprentice relationship. When the pair is grouped and together, the apprentice receives meaningful defenses, attack, damage, skill, and experience bonuses.
Use group, gsay, and rpgsay for party coordination. Before an area attack, check that contain is on so you do not hit uninvolved players or NPCs.
Travel, discovery, and not getting lost
recall returns you to your saved recall room. recall set saves the current room as your recall point, and recall reset restores the default starting room—use it if your saved recall is bad or you are stuck.
For movement beyond a local zone:
taxi
taxi <destination>At a designated speeder pad, taxi lists destinations on that planet. It has a credit cost, but the game will not strand you just because you cannot pay. The personal speeder command is currently not implemented, so use taxi.
Other useful discovery tools:
| Command | Use it for |
|---|---|
map / automap | View or toggle local mapping. |
where | Find visible players in the nearby area. |
locate mob <keywords> | Attempt to locate a mob; uses Gather Information and has a cooldown. |
locate player <name> | Attempt to locate a player; opposed by their Stealth. |
scanners | Check personal scanner information where applicable. |
recall reset | Escape a bad recall location. |
Space travel, personal ships, ship combat, and space industry are later systems. Start with help space-travel, help ships, and the separate space-industry player guide when you are ready; you do not need a ship to enjoy or progress through the ground game.
Crafting and professions
Crafting is optional, but it is a complete progression path rather than a minor side activity. You can harvest materials, use molds and datachips to make custom gear, accept supply orders, make modules, and eventually build specialized equipment.
Start only when you are ready to dedicate skill points and some credits:
artisan
artisan armstech
artisan tinker
artisan engineeringThe artisan command explains your Artisan level, skills, experience, and available profession choice. For the full process, read the ground crafting guide. The high-value early command is checkcraft: use it at a crafting station before create to verify the mold, materials, datachip, final level, duration, and cost.
Force users: a long-term path
In the current era, Force-sensitive classes and templates are deliberately not a normal free choice for a new character. A character must first complete the stated combat-level and remort requirements, check them with unlockforce, then unlock the Force and perform one Force respec. That first Force respec resets earned XP to zero, so it is a major commitment.
This does not affect ordinary combat, crafting, technical, medical, or role-play careers. If Force play is your eventual goal, enjoy the ground game first and read help force-unlock-requirements, help force-respec, and help force-users before committing.
PvP: know the exception before it surprises you
PvP is opt-in by default. pvp toggles participation; an enabled character has a PvP marker in who. Once you initiate PvP with murder <player>, both participants have a 30-minute period before their PvP flags can be disabled.
There is an important exception: during Faction Hour, players outside a cantina can be attacked even without their PvP flag. nopvp is a permanent opt-out from PvP. Read help pvp, help faction-hour, and help nopvp before using either option; the permanent choice deserves care.
Less-obvious commands worth keeping
| Command | Use it for |
|---|---|
whoami | Shows the identity and account context of your current character. |
toggle | Lists and changes client/gameplay preferences. |
screenreader | Enables the game's accessibility-oriented output mode. |
alias <name> <command> | Creates a personal shortcut; do not use aliases or triggers to automate unattended progression. |
title <title> | Sets a character title; keep it setting-appropriate. |
websitepassword | Sets the password for the website tools used for character details/customization. |
journal | Creates role-play journal entries; this can earn progression rewards when used legitimately. |
skillcheck '<skill>' <target> | Rolls a skill for role-play scenes; it has no general mechanical effect. |
random <dice> <size> <modifier> | Rolls dice for role-play or table-style scenes. |
dump | Drops an item during combat when a mechanic calls for it. |
kit <item> | Requests certain starter equipment where the command permits it. |
cancel crafting / cancel harvesting | Stops an active production or gathering action. |
A compact help shortlist
When a system is new to you, use these help topics rather than relying on memory or old advice:
help getting-started
help commands
help d20-system
help classes
help feats
help skills
help quests
help bounties
help role-playing
help rp-points
help daily-bonuses
help account experience
help accexp
help respec
help taxi
help housing
help crafting
help space-travel
help rulesThe best habit is simple: use consider before a hard fight, quest progress when you need direction, rpsheet before XP penalties become a problem, checkcraft before spending rare materials, and backup after acquiring important equipment. That small routine will spare a new player most of the avoidable mistakes while leaving room to discover the galaxy naturally.
