Everything you need to know about the StarMUD universe — systems, planets, factions, creatures, and lore.
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.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
| Name | Level | Location | Aggressive | Notable Loot |
|---|---|---|---|---|
| Training Drone | 1 | Tutorial Combat Room | No | Nothing (tutorial) |
| Synth-Rat | 1 | Training Arena, Terra | Yes | Scrap metal |
| Synth-Hound | 2 | Training Arena, Terra | Yes | Credits, scrap |
| Synth-Boar | 3 | Arena East Pen, Terra | Yes | Credits, worn jacket |
| Moon Lizard | 1 | Deep Tunnels, Luna Base | No | Alien hide |
| Dust Crawler | 2 | Deep Tunnels, Luna Base | No | Alien hide, scrap |
| Pirate Scout | 3 | Various zones | Yes | Blaster, jacket, credits |
| City Vagrant | 2 | Western District, Terra | Yes | Scrap, credits |
| Gang Enforcer | 4 | Western District, Terra | Yes | Credits |
| Cantina Brawler | 3 | The Rusty Airlock, Terra | No | Credits |
| Gang Lieutenant | 6 | Residential Deep, Terra | Yes | Credits, blaster |
| City Patrol Guard | 3 | Western District, Terra | No* | Blaster, credits |
| Feral Maint. Droid | 4 | Undercity (Terra), Underdecks (Arcturus) | Yes | Scrap metal, credits |
| Alien Scavenger | 4 | Nova Prime Wilderness | Yes | Alien hide, scrap |
| Nova Predator | 5 | Nova Prime Wilderness | Yes | Alien hide, credits |
| Crystal Golem | 6 | Nova Prime Deep Wild | Yes | Alien hide, credits |
| Keth'ari Warrior | 6 | Zethara | Yes | Plasma blade, Keth armour |
| Keth'ari Berserker | 7 | Zethara Arena & Lava Fields | Yes | Plasma blade, credits |
| Void Shade | 8 | Undercity, Nova Ruins, Zethara, Arcturus | Yes | Credits, alien hide |
* City Patrol Guards are non-aggressive by default but will intervene if they witness a player initiating combat in their area.
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.
| Trainer | Location | Teaches |
|---|---|---|
| Shadow Broker Fen | Commercial Strip, Terra Western District | Backstab, Smoke Bomb, Pickpocket, Evasion, Shadow Step, Killing Blow |
| Flight Officer Cass | Commercial Strip, Terra Western District | Quick Draw, Smokescreen, Overcharge, Reflex Boost |
| Combat Instructor Reyes | Nova Corps Academy, Terra | Assault Strike, Fortify, Frag Grenade, Battle Cry, Execution, Quick Draw, Smokescreen |
| Chief Medic Soren | Terra Medical Institute, Terra | Field Heal, Combat Stimulant, Toxin Dart, Adrenaline Surge |
| Tech Specialist Okafor | Black Market, Nova Prime | Overcharge, Deploy Turret, Shield Boost, EMP Blast, Nanite Swarm |
| Psionic Master V'thar | Ancient Ruins, Nova Prime | Mind Blast, Neural Disruption, Mind Shield, Psionic Drain, Precognition |
| Flight Instructor Voss | Flight Academy, Arcturus Station | Backstab, Smoke Bomb, Pickpocket, Evasion, Shadow Step, Killing Blow |
| Level Range | Where to Go | What to Fight |
|---|---|---|
| 1–3 | Training Arena, Terra | Synth-Rats, Training Drones. Safe, easy loot to start. |
| 3–6 | Luna Base Deep Tunnels | Moon Lizards, Dust Crawlers, Feral Droids. |
| 3–8 | Penal Colony 420-Alpha, Perdition (Kepler-7) | Prisoners, guards, prison gang enforcers. Keycard progression through three security tiers. |
| 4–6 | Nova Prime Outskirts | Alien Scavengers, early Nova Predators. |
| 5–7 | Arcturus Underdecks | Feral Droids, Pirates. Close to the Shipyard. |
| 6–10 | Dredgefall Mines, Arcturus System | Mine Scavengers, Cave Stalkers, Crystal Leeches. Three depth tiers with increasing difficulty. |
| 6–8 | Nova Prime Deep Wilderness | Crystal Golems, multiple enemies per room. |
| 7–9 | Zethara Mining Compound & Blood Arena | Keth'ari Warriors and Berserkers. Best weapon drops. |
| 8–18 | Penal Colony Max Security (Perdition) | High-level guards and special enemies in the maximum security wing. |
| 10–20 | Dredgefall Deep Veins | Deep Horror, Aberrations. Hardest content currently available. |