A way out when a fight turns against you, companions who march at your side, and freshly painted regions waiting to be explored.
✦NEW COMMAND
The light brings you home.
sos
Outmatched, lost or cornered? Call for help and a column of white light carries you out of the fight and back to the Hall of Light — the one door that is never barred.
Your attackers let go and hunters lose your trail.
It answers where walking and teleport cannot.
One call per MUD day; the light listens again at the next dawn.
✦NEW COMMAND
Never walk alone again.
summon group human warrior, dwarf cleric
Call up to four adventurers of your own level to your side. They join your group, follow you from room to room and fight as a company. In the web client, the Group button beside SOS opens a builder for them; disband sends them home.
Any permitted race and class pairing — summon group options lists them.
Warriors hold the front while mages, clerics and druids keep to the back line.
They ward themselves before the battle and heal through it.
THE WORLD, ILLUSTRATED
Freshly painted regions.
Every room and creature below was illustrated for the web client. Wander in with the client open and the art follows you.
IN PROGRESS
The Orc Caves
The orc town in the wastelands, entered through its guard rooms.
5 of 68 rooms painted · 28 creatures to come
The Troll Cave
Breeding caves and troll halls beneath the wastelands.
113 rooms · 36 creature portraits
Malathar
The plains, roads and halls of the Elven Duchy of Malathar.
135 rooms · 44 creature portraits
The Little Farm
Fields, farmhouses and a brewery with its wine vats.
74 rooms · 14 creature portraits
The Harbour
Piers, ships, pubs and the barracks of the harbour patrol.
56 rooms · 23 creature portraits
New Arralon
The city itself, from the guild halls to the sewers below.
167 rooms · 55 creature portraits
One shared world✦Your character. Your choices.✦Where art meets imagination
THE WORLD OF HOLY MISSION
A story behind every gate.
From the bustling Guild Square to the darkness beneath the city: look around, talk to its inhabitants and discover what lies beyond the next passage.
01 / NEW ARRALON
Where paths cross.
Your next adventure awaits among guild halls and winding streets. Get to know the city before you venture further.
FIND YOUR PATH
Steel, magic or shadows?
Your character is more than a name. Guildmasters teach skills, spells and the art of combat. Discover four of the paths that await you in Holy Mission.
The art of combat.
Master your weapons, hone your skills with a guildmaster and equip yourself for the next battle.
From the adaptability of humans to the gifts of the elder races, your heritage shapes your strengths, your talents and the paths open to you.
Loading the races…
KNOWLEDGE IS YOUR GREATEST WEAPON
Learn. Practise. Master.
Discover the spells, skills and abilities of Holy Mission. Search by name or sphere to find the disciplines that call to you.
Spells draw on magical disciplines, from destructive forces to healing and protection.
Base levels describe the discipline. Your class, attributes and racial gifts determine when and how you learn it.
Loading powers…
TREASURES WITH A PAST
Some legends can be held.
Runed weapons, enchanted armour and objects of strange power. Discover the artifacts of Holy Mission, their stories and the gifts they carry.
Loading artifacts…
THE HEART OF A MUD
A world in words. Brought to life in art.
A MUD is a shared, text-based roleplaying game. Move between rooms, examine objects, meet other characters and use commands to decide what happens next.
The web client adds painted locations, character portraits and clickable actions to Holy Mission. The chronicle and open command line remain at the heart of your adventure.
Browser and Telnet. The same character. The same world.
YOUR FIRST ADVENTURE
The next step is yours.
01
Open the web client.
No installation needed. Open the client and click “Connect” to connect to the world.
02
Choose your name.
Sign in with your character or follow the in-game prompts to create a new one.
03
Go exploring.
Use the displayed exits and actions, or type commands directly into the command line.
No. The web client provides clickable exits, an inventory and character displays. Take your time with the descriptions and in-game guidance. The command line also gives you access to the classic commands.
Can I use my existing character?
Yes. Browser and Telnet connect to the same game. Use your usual character name and password in the web client.
Is the entire world illustrated?
Many locations in New Arralon and the harbour have their own illustrations. Elsewhere, the client uses a general scene. Room descriptions tell you what is actually there.
Can I still play with text only?
Yes. You can hide the illustrated scene and play using the chronicle and command line. Classic Telnet access is also available.