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Embergloam

A world of words, alive with sound and wonder.

Embergloam is a free multiplayer text game you play right in your browser. Pick from nine races and eleven classes, then explore a world you read, hear and share with other players.

Or bring your own client: telnet mud.embergloam.com 4001, or TLS on port 4443 · GMCP and MCCP

New accounts need an invite key for now: ask for one on the Discord.

The game isn't open yet. Alpha news hits the Discord first.

A MUD at heart

Every room is still written out in full, and you still picture it for yourself. What's new is everything around the text.

Sounds like a real place

Every area has its own sound, and outdoors it changes after dark. A sword hitting stone sounds different from one hitting flesh, and no two spells sound alike.

Play it how you like

Play in the web client, or hook up Mudlet or any other MUD client with GMCP. There's also a screen reader mode that keeps fights to short, clear lines.

Never short of company

Team up and split the loot, trade, send mail, or settle a score on the dueling green. Nobody around? Hire a companion.

Yours to describe

Pick he, she or they, and write the description other players read when they look at you. Leave it blank and they'll get a line based on your strengths.

Races

Your race decides where you start, and gives you four traits of its own, whatever your class. Each one begins in its home country, with its own music and an opening story, then makes its way to Embergloam: by coach, by bark boat down the river, by sky boat, or swimming alongside a riverboat. Everyone ends up in the same town. Pick a mark on the map, or a name below it, to read about a race.

A drawn map of the known lands: the town of Embergloam at its middle, the places the nine races begin around it, desert to the north and jungle to the south.

Treetop folk

Wood Elf

Quick hands and quicker feet, from the treetops of the Overwood.

Hear Thelen:

Begins in Thelen

Warrior, Rogue, Acolyte, Hunter, Druid and Bard

Wood elves live on top of the Overwood, the oldest and greatest forest in the realm: the bough road runs from crown to crown, to a city no map shows. They hear the trees, and the trees answer in their own time. They keep no king: the forest chooses who leads. Tellers keep the tales, wardens hunt, menders tend. Their high cousins say they have gone a little feral, which they take as praise. Thelen is where the bough road comes down to the river.

Traits

Bough-Runner always on
20% faster on forest ground.
Hunters of the Overwood always on
+5% damage to beasts.
Quickening button
The forest's quickness: for a few seconds your attacks and spells come faster.
Whispering Wood always on
In a forest the trees tell you when a rare creature stirs there, and which way it is, and who else walks the area.

+10% Poison resist

Keepers of the light

High Elf

Bright minds and sure voices, from Vaeliriel, where it is never dark.

Hear Ilessane:

Begins in Ilessane

Warrior, Acolyte, Sorcerer, Hunter, Enchanter and Bard

High elves live in Vaeliriel, at the crown of the world, where it is never dark: their Great Prisms pass the light from one to the next down the mountain. They built them before most peoples kept records, because in their country a shadow the light misses can come alive, and they have fought those shadows ever since. Worldly, exacting, and sure of themselves, with cause. Ilessane keeps the lowest Prism, where the light is thinnest.

Traits

Prism-Eyed always on
Invisible creatures and players are always seen. Against hidden ones, you notice as if your Perception were 25 higher.
Exacting always on
+1% critical chance with spells and ranged attacks.
Prism Flare button
A blinding flare of light: everything fighting you swings half blind for a while.
Inner Light always on
A dark room you stand in is lit for everyone, and shadow-born creatures take 10% more damage from you.

+10% Magic resist

Deep-wood elves

Dark Elf

Sharp minds and a light step, from the deep wood of the Long Shade.

Begins in Lastbough

Warrior, Rogue, Acolyte, Sorcerer, Hunter, Necrolyte and Enchanter

A people of the Long Shade, the deep wood where the boughs close overhead and it is always evening. Few outsiders have seen it, and fewer describe it fairly. They study what others would rather leave alone, and have heard every word for that. Lastbough is the one door they keep, where the coach road ends and the Ushers show guests in and out again.

Traits

Night Sight always on
You see in the dark as well as by day: a dark room shows you everything, and you see as far into the dark as you would in daylight.
Long Shade always on
+1% dodge, or +3% in a dark room or at night.
Shade Cloak button
In a fight, wrap the shade around you: blows slide off you for a few seconds, longer in the dark.
Stillshade button
Out of a fight, go still and vanish where you stand. In the dark or at night, nothing sees you go.

+10% Disease resist

Deep-hall folk

Dwarf

Masons, smiths and shield-bearers from the deep halls under the Anvils.

Begins in Garrund

Warrior, Rogue, Acolyte, Hunter, Bard and Shaman

Dwarves live in the deep halls under the Anvil Mountains and build in stone as nobody else can, and their smiths' iron is asked for by name. Every clan has its Clanmaster, and all have knelt to the Underking, crowned by birth. Proud, slow to forgive a slight and glad of a fight. A dwarf shield line is as fine a sight as their halls. A serious people, until the second measure of ale. Garrund is their East Gate, where the deep road comes up into daylight.

Traits

Infravision always on
You see in the dark in the room you stand in and the rooms next to it.
Stone-Steady always on
Stuns and knockdowns on you last 25% shorter.
Set in Stone button
Turn hard as stone for a moment: poisons, diseases and bleeds are pushed out of you, and blows land lighter.
Treasure Sense always on
Treasure chests in the area show on your map.

+10% Fire resist

Fog-shore tinkers

Gnome

Tinkers and salvagers from the fog-bound Gloaming Shore.

Hear Lanternhook:

Begins in Lanternhook

Warrior, Rogue, Acolyte, Sorcerer, Hunter, Necrolyte and Enchanter

Gnomes come from the Gloaming Shore, on the far side of the great lake, where the fog never fully lifts. They like it that way: it is quiet enough to think. Their cities lie inland. Lanternhook is the harbor the Salvors' Guild cut into the sea-cliffs, strung with lanterns so the boats can find their way in. Gnomish clockwork began with pieces salvaged from the ruins under it.

Traits

Infravision always on
You see in the dark in the room you stand in and the rooms next to it.
Clockwork Mind always on
+5% maximum mana.
Clockwork Decoy button
Set a clockwork decoy whirring: your enemy turns on it for a few seconds, whatever you do to it meanwhile.
Salvage typed
Break a piece of gear you don't need into a crafting material of its tier.

+10% Magic resist

Rain Road herders

Ogre

Big, loud and generous, from the backs of the behemoths in the Great Desert.

Hear Grumble:

Begins in Grumble

Warrior, Acolyte, Hunter and Shaman

Ogres follow the rain across the Great Desert on the backs of the behemoths: many-legged grazers, each carrying a camp. They keep their giant forebears' standing stones upright, because the sky-drifters that bring the rain steer by them. Anyone under the rain is their guest, and a guest is fed first. Grumble is one behemoth, sent out to mend a sky-drifter that fell.

Traits

Fed First always on
Food and drink last twice as long and are 25% stronger.
Big Frame always on
+5% maximum health.
Behemoth Stomp button
Stomp the ground: everything fighting you is knocked senseless for a moment.
Strong Back always on
+4 bag slots.

+10% Disease resist

Singers of the sea

Tidefolk

Swimmers and singers, from under the eastern sea.

Hear Ooraluun:

Begins in Ooraluun

Warrior, Rogue, Acolyte, Druid, Enchanter, Bard and Monk

A people of the open sea, who live under it and come up when they choose. Their towns lie on the reefs of the eastern sea, and outsiders rarely visit one; the Tidefolk most people meet are guides on the lakes and rivers. They live by the tides the Moon pulls, and they sing: a Tidefolk chorus carries for miles under the water, far enough to soothe a leviathan. Ooraluun is an outpost on the edge of the open sea.

Traits

Deep Breath always on
You breathe under water as easily as in air.
Tide-Steady always on
Slows and snares on you last 30% shorter.
Lull Song button
Sing low into a room: whatever there isn't already fighting stops wanting to.
Waterborn always on
While you rest beside fishing water, on a coast or a reef, or outdoors in the rain, health and mana come back 50% faster.

+10% Cold resist

Fliers of the crags

Skyrook

Quick wits and short flights, from the floating towers over the western mountains.

Hear Aarak:

Begins in Aarak

Warrior, Rogue, Acolyte, Sorcerer, Necrolyte and Enchanter

Skyrooks live in the crags of the Anvil Mountains out west and keep the high watch. They can fly short distances, and near a Rookmother, an elder whose hum holds their towers in the sky, they can fly any way they like. They are quick, and fond of anything that shines. Aarak is their easternmost roost, floating over the foothills.

Traits

High Watch always on
Outdoors, you see a room further: on your map and when you look down a path.
Quick Wits always on
Stuns and slows on you last 20% shorter.
Wing Buffet button
Beat your wings at an enemy and knock it out of the room, dazed, for a few moments' peace.
Fly button
Outdoors, fly a few rooms in one go, out of a fight and past whatever waits on the way.

+10% Cold resist

Lakeshore farmers

Halfling

Nimble fingers and good cheer, from the farms just across the water from Embergloam.

Hear Sweetwater:

Begins in Sweetwater

Warrior, Rogue, Acolyte, Hunter, Druid and Bard

Halflings farm the fields and gardens around the lake and grow most of what Embergloam eats. Much of the town is theirs too: it is a halfling town, though few who pass through it notice. On market days they bring their carts in over the stepping stones by the Ring, as they have since long before anyone thought to ask what the Ring was for. They're welcome everywhere. Sweetwater is their nearest hamlet, across the water from the town.

Traits

Welcome Everywhere always on
10% off what you buy, and 10% more for what you sell.
Nimble always on
You never trip when you flee, and have +1% dodge.
Pocket Snack button
Eat something from your pocket, even mid-fight, and get some health back.
Slip Past button
Make yourself small: for a while, aggressive creatures don't notice you walk by.

+10% Poison resist

Classes

Your class decides what you do in a fight and what you bring to a party. Each card lists the races that can play it and what it becomes once it's promoted.

Shield BashChargeCleave

Tank and Striker · Melee · Rage

Warrior

Holds the front line and keeps enemies off its allies: shield, parry and extra attacks.

Promotes to a Champion at 25

Every race · Easy to learn

Abilities and talents

SneakHideVital Strike

Striker · Melee · Energy

Rogue

Decides when the fight starts: sneak, hide, and strike first with devastating openers from the shadows.

Promotes to a Shadowblade at 25

Wood Elves, Dark Elves, Dwarves, Gnomes, Tidefolk, Skyrooks and Halflings · Moderate to learn

Abilities and talents

HealSmiteSearing Light

Healer · Caster · Mana

Acolyte

The healer that can still go it alone, and whose heals burn the undead.

Promotes to a Cleric at 25

Every race · Easy to learn

Abilities and talents

Arcane LanceFireballFire Storm

Caster · Mana

Sorcerer

Calls down arcane force and fire: quick bolts, streams of missiles, and fireballs that leave enemies burning.

Promotes to an Archmage at 25

High Elves, Dark Elves, Gnomes and Skyrooks · Easy to learn

Abilities and talents

Quick ShotCall PetPinning Shot

Striker and Pets · Ranged · Focus

Hunter

Starts the fight three rooms away: a bow down the corridor, a pet at its side, and a hatchet for whatever gets through.

Promotes to a Ranger at 25

Wood Elves, High Elves, Dark Elves, Dwarves, Gnomes, Ogres and Halflings · Moderate to learn

Abilities and talents

Curse of WastingLeeching RotRaise Dead

Caster and Pets · Mana

Necrolyte

Kills slowly and on purpose: curses, rot that gets worse the longer you leave it, and gains the ability to raise a corpse to fight for you.

Promotes to a Necromancer at 25

Dark Elves, Gnomes and Skyrooks · Hard to learn

Abilities and talents

SeedlingThornseedEntangle

Healer and Caster · Mana

Druid

Shapes the place it fights in: seeds that sprout late, heals that bloom, and the weather feeding both.

Promotes to an Archdruid at 25

Wood Elves, Tidefolk and Halflings · Hard to learn

Abilities and talents

MesmerizeAlacrityCharm

Support and Caster · Mana

Enchanter

Controls the fight: mesmerizes the extra ones, slows the rest, hastes its friends, and gains the ability to charm a foe to fight for it.

Promotes to an Illusionist at 25

High Elves, Dark Elves, Gnomes, Tidefolk and Skyrooks · Hard to learn

Abilities and talents

Ballad of MendingWar CadenceLullaby

Support and Striker · Melee · Verve

Bard

Fights in the front row in plate and plays while it does: songs that lift the party or the whole room, and songs that turn on the foe.

Promotes to a Virtuoso at 25

Wood Elves, High Elves, Dwarves, Tidefolk and Halflings · Moderate to learn

Abilities and talents

Wolf SpiritFeverCannibalize

Healer and Support · Caster · Mana

Shaman

Heals and fights in mail with an axe or a mace: binds spirits into its friends' weapons, lays poison and fever on its foes, and turns its own blood into mana.

Promotes to a Mystic at 25

Dwarves and Ogres · Moderate to learn

Abilities and talents

Palm StrikeRound KickSpinning Kick

Striker and Tank · Melee · Energy and Flow

Monk

Fights with bare hands and stays out of the way of blows: dodges, disciplines, and at need a creature's whole attention.

Promotes to a Grandmaster at 25

Tidefolk · Moderate to learn

Abilities and talents

How it plays

What you'll be doing once you're in, from your first quest to your class's promotion.

Questions

What is a MUD?

Short for multi-user dungeon: a multiplayer game played in text. Every room is described in words, and you play by typing commands like north, look and kill rat. Embergloam keeps all the words and adds sound, weather and a map around them.

Do I have to learn a lot of commands?

Just a few to start. help lists every command, and guides walks you through each part of the game. In the web client, your abilities sit on an action bar you can click or bind to keys.

What does it cost?

Nothing. It's free to play.

What happens when I die?

You wake up at your bind point a few seconds later with all your gear. Starting at level 10, dying costs a tenth of a level in experience, but you'll never lose a level. A Cleric can raise you where you fell and get you most of it back.

Can other players attack me?

Not until you earn your first rune. After that, only players with the same rune as you, or one step above or below it, can attack you. Nobody can fight other players in town or the countryside around it, and dying to another player costs no experience. Want to fight a friend just for fun? Challenge them to a duel on the Whistling Green.

Can I see what's in the next room?

Yes. look east shows you the rooms in that direction, and the higher your Perception, the farther you see. Perception improves as you use it. At rank 100 you start noticing creatures in nearby rooms without looking, and your map marks them by how dangerous they are to you. A Warrior's Charge and a Rogue's Distract can target any room you've noticed.

Can I fight from another room?

Yes. Spells aimed at a single target reach into the next room if you can see into it, and Hunters can shoot down a whole line of rooms. Spells that hit everything in a room only hit your own room, and no spell reaches two rooms away.

Can I play alone?

Yes. Once you have a rune you can hire a companion to fight alongside you, and several classes have pets. When you do want company, everyone in a party gets their own loot, and rare gear gets rolled for.

How high can I level?

Up to 25, with runes raising the cap along the way. At that point, with the Blue Rune, your class is promoted and starts over at level 1 under its new title, up to level 15 for now.

Will my character be kept?

Not yet. Alpha characters will be wiped before the beta, and beta characters before launch, so the game can keep changing while it's being tested.

I found a bug. What do I do?

Type bug followed by what happened. Your report includes where you were and what you'd just seen, so a sentence is usually enough. typo, idea and feedback work the same way, and when your report gets fixed, you'll get a letter in the in-game mail. You can see what's changed in the patch notes.

Ways to play

Same world, same characters, however you connect.

In your browser

The web client is built for this game. Nothing to install: just open the page and play.

  • Sound and music
  • Weather and fog across the page
  • Windows you can click and drag, an action bar and hotkeys
  • Cinematic scenes for the big story moments
  • Warm, cool and high-contrast color themes

In your own client

Use Mudlet or any telnet client. You get the same text, map and commands, and Mudlet also gets the game's own interface: status bars, your action bar, a map that draws itself as you walk, and chat.

telnet mud.embergloam.com 4001

  • GMCP: Char.Vitals, Char.Status, Char.Combat.*, Char.Quests, Char.Party, Char.Talents, Room.Info, Comm.Channel.Text and more (help gmcp)
  • MCCP compression, for clients that support it
  • UTF-8, offered by CHARSET
  • Encrypted on port 4443 (TLS): in Mudlet, check Secure

With a screen reader

Type screenreader at the account name prompt, or screenreader on once you're in. In the web client it's also the first thing on the sign-in screen, behind the gear at the top right, and in Settings under Display. If your MUD client reports that a screen reader is in use, it turns on automatically. Every line is written to read cleanly out loud.

  • A short prompt in words that only shows up when something has changed
  • Exits, creature difficulty, quest marks and item rarity said in words, not shown by color
  • A spoken map: who has quests or things to sell, and how to get there
  • Combat brief: a fight summed up in one short line every few seconds
  • No echo of what you type, and combat events over GMCP for sound packs

help accessibility has the full list.