World Guide

Everything you need to know about the StarMUD universe — systems, planets, factions, creatures, and lore.

The Setting

StarMUD takes place in a future where humanity has spread across the nearby stars, making contact with alien civilisations and establishing colonies in distant systems. The Federation maintains loose control over the Sol system, but its reach grows weaker the further you travel from Earth.

Three star systems are currently accessible. Each has its own character, dangers, and opportunities. The frontier is dangerous, profitable, and largely ungoverned — which is exactly why adventurers flock to it.

"Space isn't the final frontier. Credits are." — Bartender Slix, The Pulsar Bar, Nova Prime

The galaxy runs on Credits — the universal currency. Everything can be bought, sold, stolen, or earned through combat. A wise adventurer keeps their credits close and their blaster closer.

Factions

The Federation
The governing body of humanity. Controls Sol System. Maintains order on Terra and Luna Base, though their grip on the outer colonies is tenuous at best.
Keth'ari Hegemony
The warrior civilisation that controls Zethara. Proud, honour-bound, and brutal. They mine the volcanic world's rare ores and tolerate outsiders only as long as they're profitable.
Nova Colony
The fragile frontier settlement on Nova Prime. Loosely affiliated with the Federation but largely self-governing. Desperately needs adventurers and mercenaries.
The Free Stations
The neutral network of independent stations led by Arcturus Station. No allegiance to any government. The only rule is: don't cause trouble you can't finish.
Pirates & Raiders
Opportunists who prey on travellers in deep space and the ungoverned areas of every system. More organised than they appear. Someone is funding them.
Zelvari Scholars
An ancient order of Zelvari psionics practitioners. Neutral observers. Their Psionic Master V'thar has settled in the ruins on Nova Prime, far from the politics of his people.

Star Systems

Sol System

The cradle of humanity. A yellow dwarf star orbited by a handful of familiar worlds. Well-patrolled, relatively safe, and the best starting point for new adventurers.

Terra
Sol System
Levels 1–8
Humanity's orbital city. The spaceport district serves as the main hub with shops, trainers, and transit links. The undercity tunnels below hide feral droids and pirates. The western district offers more combat opportunities: commercial strip, a cantina, back alleys with gang enforcers, and a hidden black market. City Patrol Guards maintain order — or try to.
Landing: Terra Spaceport · Transporter: Yes · Warp fuel: 50 from Sol
Luna Base
Sol System
Levels 2–6
A military installation carved into the rock of Earth's moon. Stark, utilitarian, and not particularly welcoming to civilians. Strange alien ruins discovered in the deep tunnels were sealed off after the excavation was abandoned — officially because of budget concerns.
Landing: Luna Docking Bay · Transporter: Yes

Kepler-7 System

A distant system recently colonised by the Federation. Rich in natural resources and alien life, but significantly more dangerous than Sol. The frontier in every sense of the word.

Nova Prime
Kepler-7 System
Levels 3–10
The main colony world. A frontier town surrounded by alien wilderness that humanity is only beginning to map. Ancient ruins of a pre-contact civilisation were discovered in the deep wilderness — their builders remain unidentified.
Landing: Colonial Docks · Transporter: Yes
Zethara
Kepler-7 System
Levels 5–10
A volcanic world of lava flows, toxic atmosphere, and heat-resistant ore that the Keth'ari Hegemony mines without mercy. One of the most dangerous destinations in the known galaxy. Visit if you need Keth'ari weapons — or if you have a death wish.
Landing: Hegemony Gates · Transporter: Yes
Perdition
Kepler-7 System
Levels 3–18
A desolate rock at the edge of the Kepler-7 system. The Federation uses it as a dumping ground for its most dangerous criminals. Penal Colony 420-Alpha spans 14 rooms across three security tiers — minimum, medium, and maximum. Keycard access, brutal guards, and secrets buried in the maximum-security wing.
Landing: Drop Shuttle · Transporter: No

Arcturus System

A neutral system built around the famous Arcturus Station. The only system not controlled by any faction — which makes it simultaneously the safest and most dangerous place in the sector.

Arcturus Station
Arcturus System
Levels 4–10
A massive neutral space station at the galaxy's crossroads. Ships of every class dock here. The best shipyard in the sector operates out of the east ring. Below the promenade, the underdecks are lawless and best avoided by the inexperienced.
Landing: Docking Ring · Transporter: Yes · Warp cost: 40 from either system
Dredgefall
Arcturus System
Levels 6–20
A resource-stripped mining world below Arcturus Station. The Dredgefall Mines run 21 rooms deep across three tiers — surface excavations, mid-level shafts, and the deep veins where the most valuable ore (and the most dangerous creatures) are found. A broken generator puzzle blocks access to the lower levels.
Landing: Mine Entrance · Transporter: No

Playable Races

Your race is chosen at character creation and cannot be changed. Each race has unique stat modifiers, racial maxes, and a special ability. Stats use the new system: PWR (Power), REF (Reflex), END (Endurance), SYN (Synapse), TEC (Tech), LUK (Luck).

Human

Stat mods: Balanced (no modifiers) + choose +1 to any two stats at creation. LUK max: 20. XP modifier: ×1.0

Adaptable and resourceful. No outstanding strengths but no weaknesses either. At creation, choose any two stats to receive +1. Every 10 levels, earn a bonus stat point from their Adaptable racial trait. The most flexible race — effective in any class.

Android

Stat mods: TEC +3, SYN +1, PWR -1, END -1, LUK -2. LUK max: 10. XP modifier: ×0.90

Synthetic beings of extraordinary precision. High TEC gives Androids innate Appraise ability — they can assess flux-charged items without training. Self-Repair restores HP each combat tick. Their LUK cap is low — machines don't rely on fortune.

Keth'ari

Stat mods: PWR +2, REF +1, SYN -1, TEC -1. LUK max: 14. XP modifier: ×1.05

A proud warrior species with a culture built around honour and battle. The highest PWR potential in the game. When HP drops below 30%, Battle Fury activates — a passive 25% damage bonus that makes wounded Keth'ari extremely dangerous.

Synthborn

Stat mods: END +2, REF +1, TEC -1, LUK +1. LUK max: 15. XP modifier: ×1.0

Humans born with synthetic neural implants. More resilient than baseline humans with the highest END potential in the game. Their Resilient Frame reduces incoming damage. A strong choice for tanky Soldier builds.

Void-Touched

Stat mods: SYN +3, REF +1, PWR -1, END -1, LUK +2. LUK max: 18. XP modifier: ×0.95

Individuals permanently altered by void-space exposure. Exceptional psionic capacity — the highest SYN potential in the game. Void Resonance reduces ability energy costs by 10%. Physically fragile but the best Psionic race available. Their high LUK reflects a certain fate-touched quality.

Zelvari

Stat mods: TEC +3, SYN +2, REF +1, PWR -1, LUK -1. LUK max: 12. XP modifier: ×0.95

A highly logical, long-lived species known for mental discipline. High TEC and SYN make them natural Engineers and Psionics. Mind Meld lets them interrogate NPCs for hints. Their logical nature leaves little room for luck.

Creatures & Enemies

NameLevelLocationAggressiveNotable Loot
Training Drone1Tutorial Combat RoomNoNothing (tutorial)
Synth-Rat1Training Arena, TerraYesScrap metal
Synth-Hound2Training Arena, TerraYesCredits, scrap
Synth-Boar3Arena East Pen, TerraYesCredits, worn jacket
Moon Lizard1Deep Tunnels, Luna BaseNoAlien hide
Dust Crawler2Deep Tunnels, Luna BaseNoAlien hide, scrap
Pirate Scout3Various zonesYesBlaster, jacket, credits
City Vagrant2Western District, TerraYesScrap, credits
Gang Enforcer4Western District, TerraYesCredits
Cantina Brawler3The Rusty Airlock, TerraNoCredits
Gang Lieutenant6Residential Deep, TerraYesCredits, blaster
City Patrol Guard3Western District, TerraNo*Blaster, credits
Feral Maint. Droid4Undercity (Terra), Underdecks (Arcturus)YesScrap metal, credits
Alien Scavenger4Nova Prime WildernessYesAlien hide, scrap
Nova Predator5Nova Prime WildernessYesAlien hide, credits
Crystal Golem6Nova Prime Deep WildYesAlien hide, credits
Keth'ari Warrior6ZetharaYesPlasma blade, Keth armour
Keth'ari Berserker7Zethara Arena & Lava FieldsYesPlasma blade, credits
Void Shade8Undercity, Nova Ruins, Zethara, ArcturusYesCredits, alien hide

* City Patrol Guards are non-aggressive by default but will intervene if they witness a player initiating combat in their area.

Class Trainers

Trainers teach abilities in exchange for training points. You earn one training point per level up. Visit a trainer and type train to see what they offer, then learn <ability> to spend a point. Trainers can also apply bonus stat points — use addstat <STAT> when standing next to one.

TrainerLocationTeaches
Shadow Broker FenCommercial Strip, Terra Western DistrictBackstab, Smoke Bomb, Pickpocket, Evasion, Shadow Step, Killing Blow
Flight Officer CassCommercial Strip, Terra Western DistrictQuick Draw, Smokescreen, Overcharge, Reflex Boost
Combat Instructor ReyesNova Corps Academy, TerraAssault Strike, Fortify, Frag Grenade, Battle Cry, Execution, Quick Draw, Smokescreen
Chief Medic SorenTerra Medical Institute, TerraField Heal, Combat Stimulant, Toxin Dart, Adrenaline Surge
Tech Specialist OkaforBlack Market, Nova PrimeOvercharge, Deploy Turret, Shield Boost, EMP Blast, Nanite Swarm
Psionic Master V'tharAncient Ruins, Nova PrimeMind Blast, Neural Disruption, Mind Shield, Psionic Drain, Precognition
Flight Instructor VossFlight Academy, Arcturus StationBackstab, Smoke Bomb, Pickpocket, Evasion, Shadow Step, Killing Blow

Recommended Levelling Path

Level RangeWhere to GoWhat to Fight
1–3Training Arena, TerraSynth-Rats, Training Drones. Safe, easy loot to start.
3–6Luna Base Deep TunnelsMoon Lizards, Dust Crawlers, Feral Droids.
3–8Penal Colony 420-Alpha, Perdition (Kepler-7)Prisoners, guards, prison gang enforcers. Keycard progression through three security tiers.
4–6Nova Prime OutskirtsAlien Scavengers, early Nova Predators.
5–7Arcturus UnderdecksFeral Droids, Pirates. Close to the Shipyard.
6–10Dredgefall Mines, Arcturus SystemMine Scavengers, Cave Stalkers, Crystal Leeches. Three depth tiers with increasing difficulty.
6–8Nova Prime Deep WildernessCrystal Golems, multiple enemies per room.
7–9Zethara Mining Compound & Blood ArenaKeth'ari Warriors and Berserkers. Best weapon drops.
8–18Penal Colony Max Security (Perdition)High-level guards and special enemies in the maximum security wing.
10–20Dredgefall Deep VeinsDeep Horror, Aberrations. Hardest content currently available.