Recent Changes/Additions

Containers in rooms, worn, or in your inventory can be searched using the syntax: look in <container> for <item keyword>

Rooms themselves can be searched in a similar way:
look for <item keyword>

I hope it is clear enough that this is NOT the same as the search command, the searching skill, or ‘finding’ things in a room through commands like ‘take chalk’ based on the room description. Note: this is based on existing feature ‘balance -s ‘ that searches your bank.

Looking at a single item (look <item>) will now tell you the number of the item number from your catalog if you have it.

The ‘ask’ command can now be used with shopkeepers to get more information (identify text into your catalog) on items they are selling or can custom. This is not perfect (there are cases when an existing ‘ask’ would prevent the identify text from showing + probably cases where a shopkeeper really shouldn’t know all of the details). I wanted to get it into the game anyway to try it out and to get some feedback.

The lay hands skill has been lowered to level 10. Expect more changes to paladins in the near future.

Mages in Chiiron, Medienne, and Voaleth are now offering a service to recharge wands. There is some chance of failure, however, which destroys the wand. The chance to blow up increases with recharges. To see what services are offered by a mob, use the ‘service’ command while in the room with them.

Additionally, level requirements on many wands has dropped significantly, and generally they have more base charges.

Druid storm spells can no longer be stacked on top of each other. Higher level storms will overtake weaker storms – casting blizzard in a room with a squall will dissipate the squall and replace it with a blizzard. Casting the same type of storm will either oppose it (if its not aligned with you) or add to its duration (if it is). Casting a lower level storm in the midst of a higher level storm is restricted.

Druid storm spells now have a maximum number of affected mobs. This value increases as skill with the spell goes up, but tops out at… something.

Also, damage on tempest, and to a lesser extent tornado, has been lowered.


Bard Updates

Two new kinds of skills have been added to the class.

First, there are now four dances (physical skills) which a bard can learn that allow them a small chance to automatically (and immediately) cast a spell on an opponent in the middle of combat. These spells include slow, faerie fire, sleep, and fear. There is no mana cost involved. Which dances are active at any point are configurable through the new repertoire command. (Also useful for other skills – and the list is growing.) An important note: these dances may only occur when a bard dodges or parries an attack.

Check out wayward waltz, flamboyant fandango, perilous pirouette, and terrifying tarantella.

Second, a new series of sonic damage spells were added. These spells are prepped, but cannot be cast. While in combat, there is a chance that one of the bard’s prepped sonic spells will fire. Two of the spells in this series are capable of damaging more than one opponent – and those spells are more likely to fire when fighting multiple foes.

See offnote, caterwaul, disharmony, cacophony, and dissonance.

A new summons spell, song of the fae, is also on offer for those interested.

Finally, a new condition has been added – concussed. Some of the bard’s higher level sonic attacks (and also those from the combat attunement series) are capable of concussing foes.

These additions come with some new quests, and at least one new probably useless quest reward.

Bear with us as we find bugs and fix them, make tweaks, etc. However, I think it is solid enough at this point to open anyone interested.


Hostname Update

Please update the hostname used by your client to connect to TFE:

If your client supports secure connections, use port 3999, otherwise 4000.

Do not use the IP to connect.


Edit: A few people have asked so thought I would provide some context about this. MUDs traditionally have used the telnet protocol which sends/receive data in plaintext over your network and over the internet. This potentially exposes things like your password, email address, account name, things you say, etc.

More modern MUD clients include a ‘secure’ option which allows you to connect to the game in a way that encrypts the data sent to/from your client and the game. This is similar to ‘https’ for web sites. Connecting in this way requires that the hostname be used as well as a different port.

Use of the hostname instead of IP also helps us avoid disruption should we need to move the game to another server or if the IP our host assigns changes for some reason.

Recent Changes/Additions

GMCP – Some clients support the ability for a game to send information to the client that doesn’t show up on the screen using a protocol called GMCP. TFE now supports this in a limited capacity.

If you are using Mudlet, type: lua display(gmcp) to see if you are receiving the data. You can use this data for the mapper, triggers, etc.

See ‘help GMCP’ for more information.

Channels – Separate communication command for groups “gstatus” – use it for group commands like pfull and to report cure counts. The idea is to free up gtell for actual chatting. (See also: cstatus)

opt reverse and opt info.time now also apply to channel history.

Accessibility – opt will remove some of the repetitive characters (dashes on the who command for example) to help screen readers – see also help accessibility

Corpses – The time it takes player corpses to rot has been extended to ~3 real world
days. This also applies to pets. (empty/looted corpses will rot faster)

Auction – Lots on the auction block will now remain there for some time (days) until they are bid on. Once a lot has a bid the normal countdown will begin. The time column on the auction display will show minutes/seconds remaining abbreviated as m and s.

TFE is on Discord

Discord is a free chat application designed for people who play games. You can access it from an app on your phone, app on your computer, or just the web.

We are now integrating some TFE channels with Discord channels. This means you can post something in the game and have it show up in Discord. People in Discord can post things and have them show up in the game.

This is currently an experimental feature. It might not work. Messages might get lost. We might have to turn it off. Use at your own risk.

Channels currently integrated: OOC, Atalk, Newbie, Ctell


Q: How do I use this?
A: Start here: — Create a Discord account if you don’t already have one. Instructions in the #readme channel will help you complete the process.

Q: Why do I have to link my Discord account to my TFE account?
A: This allows us to do cool things. For example: only clan members will be able to view the clan channel for ctell. Permissions are managed automatically by TFE.

Q: Do I have to be logged in to TFE to chat on Discord?
A: No! You can stay in touch with TFE by chatting on Discord without logging in to the game.

Q: Why can’t I change my nickname in Discord?
A: This was debated but we decided to lock nicknames in Discord as your TFE account name. The thinking was this would help make it clear who is speaking. If you change your TFE account name, your nickname will change in Discord. Your TFE account name can be changed by logging in from the game main menu, then choosing option 4.

Q: Why do chats appear from my TFE account name in Discord and not the player name?
A: This is a result of the account system changes from April 2018 (see previous announcement). Your Discord account is linked to your TFE account, not specific characters, so the name displayed there is your TFE account name. Expect your TFE account name to become more prevalent as we roll out other features that operate on the account-level like this one.

Accounts Change – April 8th

The accounts concept will be returning to TFE on April 8th. See my in-game announcements notes for details.

The game will shut down at about 8 AM CDT (UTC-5) on April 8th.

Accounts will be created automatically. Your characters will be grouped into an account based on the email address on the character.

Your account name and password will be the same as your most recently logged in character’s name and password.

To access the game you will enter your account name and password, then enter the name of the character you wish to play.

Your account name will be public on each character via the ‘whois’ command unless you set the incognito option on those characters.

See the other note for more details. If you have trouble accessing your characters during the transition, try the recovery menu first, then email tfe /at/ with your character name(s) for help.



New IP Address

The IP address of our server changed today. Host names should be updated but if you are having trouble, the new IP is:


Want to Support TFE?

We’ve had some questions about how people can support TFE as I haven’t added any donation links to the website. I’ve now added a “Support TFE” page which contains links to two ways you can support us.

We do accept paypal donations to help offset server costs, but we also have partnered with our web host to receive affiliate commissions for every sale we send them. If you’re looking for web, radio, or VPS hosting please consider Websavers.



Hey folks. We’ve been stable on the new server for a while, so there’s some things I want to share with you that we’re working on (in no particular order, and not all things will ever happen / nor are they all particularly feasible).

– SSL Secured access to the MUD (Via stunnel or other means) – We bought the cert, let’s use the crap out of it!
– MUD / Forum Noteboard integration
– Improved MUD/Email integration: The ability to reply to a MUDMail Forwarded to Email and have it go back to the person who sent it to you (Email and MUDMail)
– Additional information (ability lists, etc) on the website.
Many, many, many more…