Age of Dragons is a MUD: you connect with a client, read where you are, and type what you do.
Its builders have written the world room by room for nearly thirty years, from the vallenwoods
of Solace to the streets of Sanction.
The Inn of the Last Home
A large room with a plush carpet and people milling around in it stretches
out to the north. This in the Inn of the Last Home. The Inn is a large
building resting in a massive vallenwood tree. The beams above you appear
sturdy and the floor is made of a very hard wood.
[ Exits: n e s w ]<hp:20/20 mv:84/84 >northAmong Some Tables
This is the area of the Inn where people sit and enjoy their food and they
eat, drink, and be merry. A few large tables are set up around the outskirts
of the room, and more smaller ones fill in the center. Just to the north of
this area if a large fireside that heats the inn on nights when it gets cold.
[ Exits: n e s ]<hp:20/20 mv:83/84 >
Magic you memorize
Wizards and clerics study their spells and prepare them before
an adventure, as in the books. There is no mana bar.
Names you learn
Strangers appear as a description until they introduce themselves.
Who you know is part of who you are.
A world to explore
124 zones across Solamnia, Abanasinia and Taman Busuk,
from training pits for new adventurers to the Onyx Obelisk.
What's new
Every new place and feature since October 2026, newest first.
11 new places · 14 new features
November 20268 new places · 7 new features
New place
Icewall Village
Halfway along the winding path from Tarsis to Icewall Castle, a sled track marked by a cairn leads west across the glacier to a village of the Ice Folk. Thanoi, the walrus-folk, raid it from a den under the ice of the frozen lake, and the chieftain wants it ended. The glacier suits levels 16 to 20, the lake 20 to 24 and the den 24 to 29.
New place
The Knights' Road
The East Gate of Solanthus, long shut, now opens onto a road north across the farmland and the Vingaard foothills to the Palanthas road below the High Clerist's Tower. Dragonarmy foragers, outriders and scouts work the road, a wyvern nests above it, and the knights keep a waystation halfway along. It suits levels 16 to 28.
New feature
A new character's story begins on the Haven Road
Goblins tip your wagon into the ditch south of Solace and make off with the wagon-master's strongbox; you chase them down, take it back from their hobgoblin leader and walk into Solace at level 3 with the gear you won. It takes a couple of minutes and shows you the commands as you need them. The Newbie School is still there for those who want to read up.
New feature
Quick start, a shorter way to make a character
Making a character is much shorter. A new player chooses sex, race, alignment and profession, is given attributes that suit the profession and a plain description, and steps straight into the game. Type CUSTOM at the last step to set your own attributes and appearance, as before.
New place
Hjor's Arena
A side pass runs north off the mountain road between Sanction and Khur to an arena raised in memory of Hjor, a minotaur hero. Its champion, a caged tiger and the slaves who train there wait for challengers. It suits levels 8 to 15.
New feature
Play now shows hit points, the room and channels
Playing in your browser (Play now on the website) shows more than the text: bars for your hit points, movement and experience, your opponent's health while you fight, the room and zone you are in, and the channels in a pane of their own. On a phone they sit above the text, with a Chat button for the channels.
Where the road from Shalost meets the road to Khur, a rutted track leaves the highway by a post hung with skulls and runs west into the hills. Ogre hunters, trolls and hill giants hold the Hills of Blode (levels 21 to 25), and the slaves' road ends at Ashtusk Hold, an ogre stronghold raised in the ruin of an older and fairer hall (levels 25 to 29). The clan serves the Dragonarmies: it attacks the good and the neutral on sight and lets the evil pass. There are captives to free, and something under the hall that the ogres fear. HELP ZONE BLODE tells you more.
New feature
Pages about places on the website
The website has pages about places now, starting with Solace and Crystalmir Lake. Each has a description, how to get there, a map and a few things worth knowing before you go, without giving away what is there to find. Follow the links on the website's World page. Palanthas and Sanction have pages on the website too, each with the city's whole map.
The website has a map of Ansalon, at the top of its World page. It shows where every zone lies and the roads between them, each in the colour of the levels it suits. Set your level to light up the places for you, and point at or tap a place to see what it leads to.
Mudlet can draw a map of the world as you walk. The game now speaks GMCP, which Mudlet and other current clients use for maps, gauges and chat windows. Install the mapper package from the Play page of the website and type LOOK. HELP GMCP tells you how.
On the road to Palanthas, where the Tower guards the pass, a gate road now climbs north to the fortress of the Knights of Solamnia. The Blue Dragonarmy has it under siege: help the knights hold the walls, raid the siege lines below them, or go down through the crypt into the vaults beneath the Tower, where what the Dragonarmy wants lies behind traps and a sealed door. The walls and the siege suit levels 13 to 20, and the vaults 16 to 22.
New place
Silvanesti, the elven nation
Where the road from the Plains of Dust turns north in the dark forest, a trail marked with a carved leaf leads east to the Kirath, the elves' border rangers, who keep a camp at the forest's edge. Past them the forest dreams King Lorac's nightmare: the trees weep blood, the dead walk, and the empty city of Silvanost waits across the river beneath the Tower of the Stars. Levels 12 to 30. HELP ZONE SILVANESTI tells you more.
New place
The caves around the Rogue Encampment
In the mountains above the road from Sanction to Khur, trolls, a bugbear shrine and a kobold warren dug around a vein of gold have moved into tunnels the camp cut years ago and never used. They are for levels 13 to 20, and the camp cook sells roast goat. HELP ZONE ROGUE ENCAMPMENT tells you where to find them.
New feature
Play in your browser
You can play in a web browser now, on a computer or a phone, with nothing to install: press Play now on the website. MUD clients work as they always have.
The dwarven kingdom under the mountain lies south of Pax Tharkas, through the wicket door in its South Gate, and the school's portal leads there too. Its people keep the peace, so it is safe to visit at any level. Ride a cable boat to Hybardin, the city in the Life-Tree, LISTEN to the dwarves' troubles, fight in the Arena of Honor, or hunt the Deep Workings, the Valley of the Thanes and the Floating Tomb at levels 20 to 30. HELP ZONE THORBARDIN tells you more.
36 smaller fixes and changes in November
Playing in your browser on a phone no longer logs you out when the phone locks or you switch to another app. Come back within ten minutes and you are where you left off, with whatever was said while you were away. Your character stays in the game meanwhile, so find a safe room first.
New places and new features now stand out in the news, here and on the website, under NEW PLACE and NEW FEATURE. The website's home page lists every one, and its News page can show just the new places, the new features or the fixes.
A bard who sings alone now gains from the song. Marching chant, chords of revival, descant of the clash, song of arcania, song of renewal, hymn of enlightenment and hymn of vanquishing used to do nothing unless the bard was grouped.
Charmed creatures, pets and mounts in your group no longer take a share of the group's experience. The players in the group split it among themselves.
ORDER tells you why a follower could not do what you asked, such as "You don't seem to have a sword." ORDER FOLLOWERS, which never worked, now orders all your charmed followers.
A group has an order. GROUP numbers the members, and the leader moves one with GROUP ORDER <member> <position>, such as GROUP ORDER REDFERNE FIRST. An aggressive monster that goes for your group now attacks the first member in the order, where it used to pick the lowest in level. See HELP GROUP.
HELP CLASSES and HELP RACES have tables: what each profession is, its main attributes, and which professions are closed to each race.
HELP DEATH describes death as it is now. The old "fates" are gone from it and from ATTRIBUTE: dying never deletes a character.
A monster that bleeds to death after you wounded it now gives you the kill: experience, quest progress and loot, as long as you are still in the room.
Combat tactics end when you leave the fighter's group, the group disbands or the fighter leaves the game.
Cursed items can no longer be stolen.
Opening a door no longer shuts in whoever is on the other side. At some doors, among them hidden passages in Pax Tharkas and its mines, the Deep Workings, the Tower of the Stars and the Ogre Stronghold of Blode, the far side was no door at all, so opening the door closed it and left nothing there to open. Every door is now a door from both sides.
AFFSTATS lists what your worn equipment gives you: its stat bonuses and effects such as regeneration.
The carriage stop by Sanction can be reached again: go south from the Edge of the Mountains.
HELP INSPIRING PSALM matches the song's name, and its syntax is right: sing inspiring-psalm <victim>.
Rooms meant to hold a pair now start with both. In Thorbardin, the Valley of the Thanes, the Deep Workings, the High Clerist's Tower and the Forest of Wayreth, pairs of knights, draconians, wolves and workers began as one, and the second turned up only after the area reset. Both are there from the start now, and both come back at every reset.
HELP ZONE SANCTION now tells you about the city. It used to be empty.
HELP SOLACE, HELP PALANTHAS and HELP SANCTION exist now, as the newbie help always said they did. Each lists the way from the middle of town to the inn, the bank, the shops, the guildmaster and the boards. HELP ZONE SANCTION SLUMS is written too.
A corner of the bog in Marsh Temple I, southwest of the path into Marsh Temple II, can now be reached.
AREAS gives levels for three areas that had none: the Village of Keiflore (8-15), Wenfyr Mansion (5-12) and the Wyverns / Sea Tavern (16-22).
The website's map of Ansalon now shows Blode and Hjor's Arena.
GROUP now describes each member in a sentence: how hurt and how tired they look, with hit points and movement in brackets, and the experience they need for the next level (xpn). For example: Alma is in excellent condition [120/120] and is brimming with vitality [80/80] and [19589 xpn]
The school's portal no longer leads to Thorbardin. Reach the dwarven kingdom on foot: south through the wicket door in Pax Tharkas' South Gate, or north to Southgate from the hills on the road to Tarsis. HELP ZONE THORBARDIN lists the ways in.
GROUP now shows numbers: each member's hit points and movement as current/maximum, a bard's presence, and the experience a player needs for the next level. It used to describe health and tiredness in words.
HISTORY TELL and HISTORY GROUP now show your recent tells and group talk. They were listed before but always came up empty.
FINDZONE now works for the newer zones, such as Pax Tharkas, Thorbardin and the Forest of Wayreth. It used to call them invalid.
New characters can buy things straight away. They used to start with more items than they could carry, so shops turned them away until they dropped something. Most of your starting supplies now come packed in your sack: LOOK IN SACK to see them, and GET BREAD SACK to take something out. You can quaff a recall potion straight from the sack.
Energy drain now drains experience, as its help says. A player who fails its fortitude save loses a little experience as well as taking a little damage, but never a level, and a successful save stops the spell entirely. Some evil monsters cast it too.
Scribing a spell from a scroll before you can use it no longer says it worked and then hides the spell. Scribe now tells you the level you need, or that your class can't learn it, and you keep the scroll. A scroll whose spell is already in your spellbook isn't used up either. Spells you copied in early show in your spellbook with the level they open at, and memorize tells you that level instead of "You do not know that spell!"
Research at a library now checks your level and your spellbook before it takes your money.
AREAS now shows the zones that suit every level, such as Sanction, Palanthas, Qualinost and the long roads. They used to appear only in ALLAREAS.
A druid in animal form no longer brings the game down when it updates. You now come back in your own shape, with everything you earned in that form.
Secret exits now stay secret. They used to show up in the exit line, in "exits" and "scan", and "look" or "open" would give them away, though you still couldn't walk through. Now you need to find one with "search <direction>" first, and then it's there for everyone until the next reboot.
Every storehouse now has a sign on how to use it, and "help storeroom" finds the storehouse help.
26 areas you could already walk to were missing from the area lists, and now they're listed. Among them are Caergoth, Neraka, Dargaard Keep, Icewall Castle and Crystalmir Lake, plus Woodland Grove and the Training Pits of Sanction for new players. FINDZONE now works for them too, except Icewall Castle, whose paths can't be tracked.
Vidgeous's shop in the Wizard Academy of Palanthas now sells a scroll for every wizard spell, priced by the spell's level. Buy one, then scribe it into your spellbook. Ant Haul, Continual Flame, Admonishing Ray, Constricting Coils, Dancing Sword and Serenity can be learned for the first time.
October 20263 new places · 7 new features
New place
Otik's Cellar
Otik's Cellar is open, for levels 5-12. The way down is at the bottom of the rope below the kitchen of the Inn of the Last Home.
New place
Pax Tharkas
The fortress in the mountain pass south of Solace is now a garrison town for levels 8-15, with an inn to rent at, a bank, a courier's post, a loremaster to practice with, smiths, a temple of Reorx and a gnome tinker. Below the town lie the iron mines, and below the mines old halls where the miners found something they wish they hadn't. Ask the Warden in his keep. Carriages stop right outside the gate.
New place
The Forest of Wayreth and the Tower of High Sorcery
The Forest of Wayreth has appeared in southern Abanasinia, and in it the Tower of High Sorcery. Nobody finds Wayreth; it finds you. Now and then a path opens off the road south of Solace, out on the plains or at the edge of the Qualinesti forest, and a little later it is gone. Inside, the paths move as you walk them: follow the silver moths. The forest suits levels 12 to 20. Wizards of each robe have their own hall in the Tower, with a master who sells the order's robe and scrolls. Anyone may visit the common rooms. Ask the Keeper of the Braziers about the three lost Chaos Gems: the Conclave rewards whoever brings one home.
New feature
The Test of High Sorcery
Wizards of level 20 and over are summoned to the Test of High Sorcery. Climb to the Chamber of the Conclave at the top of the Tower and tell the seneschal you are ready. Three trials wait, and you face them alone. Pass, and your order's hall opens to you, with its robe, its scrolls and a master to practice with, and your moon's pull on your magic doubles, waxing or waning. Fail, or yield, and the Conclave will not sit for you again for a day. See HELP TEST.
New feature
Lockpicks for rogues
Rogues can now use lockpicks. Carry a set and it adds to your chance to pick a lock: crude picks +5%, thief's picks +10%, fine picks +15% and masterwork picks +25%. All but masterwork picks can snap when a pick fails. The Thieves Guild bartender sells crude and thief's picks; the better sets are carried by thieves out in the world. See HELP LOCKPICKS.
New feature
Climbing, for every class
Every class can now learn the climb skill, from level 1. Where a drop can be climbed, such as a cliff face or the climbing course, a good climber holds on instead of falling. Practice it at your guild. See HELP CLIMB.
New feature
Druids control the weather
Druids now really control the weather. Cast control weather with clear, cloudy, rain or lightning to set the sky where you stand for a while, without changing anyone else's weather. It is now a circle 4 spell. See HELP CONTROL WEATHER.
New feature
Storehouses in the cities
The cities now have storehouses, where a clerk keeps your things in a locker for a small daily rent: a copper a pound, plus a copper for every 1000 copper they're worth. Use store and retrieve at the storehouse, and storage anywhere to see what you have stored and how long your coins will cover it. If you fall behind, your things go on the storehouse's pawn shelf and are never thrown away: buyback mine gets them back. See HELP STORAGE.
New feature
City maps on the website
The website has a Maps page: the Newbie School, Solace, Palanthas and Sanction, with the inns, banks, shops and trainers in each marked on the map.
Most game updates no longer disconnect you: time stops for a moment and you carry on where you were. When the game does shut down or restart, everyone's progress is saved first.
69 smaller fixes and changes in October
Shops that sell both potions and scrolls now also sell a basic leather spellbook, for a couple of steel coins. Wizards and bards need a spellbook to memorize, carried or held, so a lost book is now easy to replace.
You can now walk back out of the rebel camp in Khur. Where the trail through the grasslands opens onto the camp, go northwest to return to the start of the trail.
Losing your link now works the way idling does. About ten minutes after you drop, you are pulled into the void, and about an hour after, the game rents you out, with your things saved as you left them, except anything no-rent. Come back before then and you carry on where you were. Your character used to stand there, linkless, until the next reboot.
Losing your link no longer costs you your things. If the game restarted while you were link-dead, you used to come back without what you had picked up lately, and with what you had dropped or given away. Now you come back with what you had.
Sitting idle for an hour no longer brings the game down, and sitting at the main menu for an hour no longer loses what you have in rent.
The kobold caves near Solace can be reached again. The way in is east of the southern edge of Solace, and the kobold chieftain is waiting. Three other paths that only let you walk one way now go both ways: one in the Khur village, one in the farmlands outside Keiflore, and one in the Plains of Dust.
You can now walk onto the grounds of the Snow Wood Convent, north through its burnt entrance arch.
The hole in the Infected Forest's caves leads somewhere again. The ladder won't hold, so bring a way back up.
The City in the Clouds is off the AREAS list, as no player can reach it.
You can eat and drink again. "eat bread" or "drink waterskin" now works, where it used to tell you that you couldn't wear your lunch. A meal lasts for its servings, one a tick, and a drink gives a bonus for as long as it lasts: water adds hit points, milk adds movement. You can drink from fountains too. Characters who had run out of food and water no longer get their mana back at a quarter of the normal rate. See HELP EAT.
Quaff and recite no longer stop at something you're wearing with the same name: quaff red finds your red potion even while you wear a red cloak.
The AREAS list is easier to read. Roads have plain names, such as the Road from Thelgaard to Palanthas, and a few areas were renamed to say what they are. Builders' names moved out of the list and into HELP ZONE AUTHORS, so they keep their credit.
The AREAS list now shows the right region for each area. Palanthas is in Solamnia and Sanction is in Taman Busuk, and Khur, Kendermore and Icewall have regions of their own. The list also no longer shows the game's internal rooms.
The website's maps are easier to read. Each map has its own key underneath, the stairs between a city's maps are listed by letter with where they lead, and Palanthas's pins no longer sit on top of one another.
A monk's diamond soul no longer improves on its own while you stand around. Only a real saving throw practices it now, and score shows your saves with its full bonus instead of numbers that jump around.
A boat packed in your bags now carries you across deep water, even a canoe in a bag inside another bag, as long as that bag isn't locked.
A group's light now lights the way for the whole group. If anyone you travel with carries a light, everyone sees each dark room as they walk in, wherever in the line the light-bearer is.
HELP POLICY CHARACTER SEPARATION now finds the rule on keeping your characters apart, and the policy list no longer ends in stray letters or points to a help page that isn't there.
Call lightning now needs open sky and rain or a storm overhead, and hits much harder. Photosynthesis needs the sun: cast it outdoors between sunrise and sunset.
The practice list now grades each skill and spell against the most your class can ever reach in it, so superb means you have mastered it. Triple attack, which stops at 55%, now reads superb when it is maxed instead of staying at fair.
Type noshout to stop hearing shouts; type it again to turn them back on. HELP CHANNELS now lists every way to talk to other players, and history ooc shows what was said out of character.
A ban from the pray channel no longer stops you chatting and shouting as well.
Type holler to reach every player in the game, wherever they are. Nobody can turn it off, so you get five hollers a day, from level 2. See HELP HOLLER.
Bards can now learn three more songs: lullaby at level 11, anthem of discovery at 19 and tune of vanishing at 25. Practice them at your guild. See HELP LULLABY, HELP ANTHEM OF DISCOVERY and HELP TUNE OF VANISHING.
Wizards, clerics, druids, rangers, paladins and bards can learn spell lore from level 1. When you cast a spell without its component, it tells you what is missing, such as the feather that levitate needs. HELP LORE now explains the bard's lore command, and HELP SPELL LORE the skill.
Hymn of vanquishing and bane now show the right message when they wear off.
Keys, potions and scrolls now work from inside your bags, even a bag inside another bag. Unlock a door with the key in your pack, or quaff and recite without taking anything out first. A locked container keeps what's in it out of reach.
Carried weight no longer counts what's in your bags twice, so a packed bag weighs just what it holds, however deep the bags are nested.
Age of Dragons now lives at aodrekindled.com, port 4000, and the website there says so. Tell your friends!
Read about Chaos, the Father of All and of Nothing, with help chaos. He is on the website's Gods page too.
First aid now gets better the more you use it. Guilds still teach it up to fair, and using it raises it from there all the way to superb. The better your first aid, the more it heals: superb heals about 1.6 times as much as fair. At lower skill you can fumble the bandages and heal nothing, but then you can try again after 2 ticks instead of 5. Stabilizing a dying friend always works.
Carriages and airships now charge the fare they list: 3 steel for a carriage and 1 platinum for an airship. Until now a ride paid you 3 steel instead of charging you, and the steel in your purse barely counted when the driver checked you could pay.
Elves, half-elves, dwarves, gnomes and goblins can now see in the dark as their help files promise: in a dark room you see the creatures, players and items there, not just the room. Others see your glowing red eyes, and the affects command shows them too.
"give bag cha" now gives to Cha even when "cha" also matches your own name or description, instead of saying "What's the point of that?". 2.cha still picks the second match.
Coins weigh nothing now. Picking up coins, being given coins and getting your share of a split no longer fail as "too heavy", however much you are carrying.
Items left lying on the ground now fall apart over time: about half an hour for shoddy gear, two hours for ordinary items, six for exceptional and a day for superior work, while phenomenal and legendary items last forever. You get a warning before something crumbles, and picking an item up starts its clock over. Keys, corpses, items inside containers and things the world itself placed are not affected.
Camp fires now burn out when they run down instead of lasting until the next reboot.
Identifying or assessing an item now tells you its weight.
Type version to see when the game was last updated.
Fixed several ways the game could crash.
Disintegrate, camouflage and abundant step are now spelled right. Short forms like cast 'disint' still work.
Disarm now disarms your opponent instead of you.
Toughness now protects you from monsters too, and epic berserk now hinders the barbarian's enemies instead of the barbarian.
The dodging, hit-and-run and stoic tactics now protect the fighters who use them instead of weakening their attacks.
Endurance saves more movement as your skill rises, not less.
Dodge and tumble use your own dexterity, expertise uses your expertise skill, and a partial parry now halves the hit.
The weaken effect of spiritual hammer and dancing sword now lowers strength instead of raising it.
Druids can now charm animals and plants with charm plant or animal.
Group heal now cures blindness too.
Web and entangle now check the target's fire shield and blink, not yours.
The peek command works.
Bards can now practice song of renewal.
A harmful deity spell cast with no target goes at whoever you are fighting instead of you, and locate object works through deity.
Fixed the help for chain lightning, charm, globe of light and floating disk, which named spells that don't exist.
Long screens no longer lose text when your client uses MSDP (Mudlet does). Rooms keep every creature and player in the list, and help, shop lists and identify come through whole.
Killing a player no longer leaves their attackers stuck fighting the body ("No way! You're fighting for your life!") until the dead player resurrects.
A spell refused because of its target ("You can only cast this spell upon yourself!") is no longer used up, and casting blindness or doom without a target asks for one instead of aiming it at you.
Half-elves can now cast spells from the level they can memorize them, one level early.
A failed spiritual hammer now says you lost your concentration instead of saying nothing.
Turn undead no longer calls undead creatures "not undead".
You can bash or trip a stunned or dying opponent even when you aren't the one tanking it.
Skills end with the right message: war cry no longer ends with whirlwind's, sneak no longer says you can steal again, and whirlwind, stunning fist, abundant step and empty body no longer report an error.
Looking at an item no longer shows another item's servings.
Identify and other spells now find a held or worn item by any of its names.
Clients that show experience to the next level (MSDP EXPERIENCE_TNL) now get the right number.
Fixed a memory error when characters were saved.
Fixed typos and missing line breaks in many messages.
Closed several security holes.
Builders: saving a zone no longer drops its hidden exits or the scripts attached to its rooms, mobs and objects.