Welcome to EQ Mud!
This is the home of EQ Mud, an EverQuest-based MUD (Multi-User Dungeon). The game is currently under development, and this page is a placeholder.
For more information or to get in touch, please join our Discord at https://discord.gg/HuS3xXA5.
Game Features
EQ MUD brings the classic EverQuest experience into a text-based world while leveraging modern enhancements. Here are some of the key features:
- Authentic EverQuest World: Zones and NPCs are sourced directly from the ProjectEQ database, ensuring a familiar world to explore.
- New LPC Mudlib: Built on a fresh LPC mudlib, with select code ported from the EQEmu project.
- Quests & Interactions: Powered by ProjectEQ quest scripts, supporting classic dialogues and item hand-ins.
- Combat & Progression: Designed for a text-based environment while preserving the core mechanics of EverQuest-style battles.
- Text-Based Gameplay: Descriptions and typed commands replace visuals, relying on your imagination and input.
- Enhancements & Streamlining: Some systems introduce streamlined mechanics or additional features to complement the text-based format.
- Graphical Adaptations: Certain elements, such as maps, have been reinterpreted for the MUD environment to maintain playability.
Character Creation
A basic character creation is in place allowing you to choose your race, class, and deity. This generates your starting items, default factions, and moves you to your starting zone at your origin point. The origin spell is already integrated and can be used to return to your origin point.

All Items
Items, NPCs, and rooms (via maps) – well, basically everything, is generated from the ProjectEQ database. There are no custom coded areas on EQ MUD.

Equipment and Inventory
A functional inventory is in place, and equipment can be 'equipped' into the proper slots. Race/class/deity limitations are respected.

Map Generation
Maps are generated using custom Python scripts, including NPC spawning and door locations for reference. Then, maps are hand-painted.
The maps can be generated with custom room scales. For example, Befallen had pretty tight corridors and seems to work best at about 4ft² per room, while some outdoor zones work better at 10ft² per room. This makes landmarks and zone boundaries much more playable.
Raw generated map:

Painted map:

A custom Python application was created to hand-paint large ASCII maps:

Indoor/Outdoor Zones
Zones contain the concept of 'indoor' and 'outdoor' maps, which have transition points.
Example outdoor zone – Crushbone:

Example indoor transition – Crushbone:

Quests
Basic quest functionality is integrated. Most quests featuring talking and item hand-ins should be fully functional.
The below quest example uses the quest code as-is from ProjectEQ Quests.
Example 'talking' quest step:

Example 'hand-in' quest step:

Vendors Code is In. You Can Buy Stuff.

Combat
In order to preserve the closest EQ combat experience, combat code was ported from EQEMU.

Tradeskills
Tradeskills function as expected.

Social Aggro
NPCs social aggro with the same behavior you would expect from EQ Live.
Example - root pulling: