There are a few different ways to connect to the game:
-
gMUD
gMUD is one of the most popular FREE MUD clients. It supports ANSI
color, simple trigger and alias functions, and multiple character profiles. Unless you
want to run a sophisticated bot, this is the client to get - you can't beat the price,
anyway. (alternate download site)
- Zugg Software
Zugg's MUD Client (zMUD) is one of the best shareware clients available. If you want some nice
features and are willing to pay for them, this is the place to go. zMUD offers free upgrades forever and the price
is around $30.
- WinTin
Many MUDders swear by TinTin, one of the first great MUD clients, and WinTin, the Windows
version of the original. Wintin is free, and although it doesn't sport quite as flasy
a user interface as some other newer clients, it still has all the same gut features.
- VanDyke CRT
VanDyke offers
a wide range of quality networking software, including this excellent telnet client, used
and endorsed by several Hexonyx coders and immortals. Its main claim to fame is that it
supports full color and is generally a solid piece of software, but it also supports
strong encryption and other extra Telnet features not used by Hexonyx. Cost is about $35.
If you'd like to use a regular telnet program to connect to Hexonyx, you may have to enter
the address in one of two ways. If the program gives you a separate "port" setting
besides the "host," then you should enter mud.hexonyx.com for the host and 7777 for the port.
However, if your program only asks for the target host, then depending on the program, you
either have to enter "mud.hexonyx.com 7777" or "mud.hexonyx.com:7777" (no quotes, and note the
colon in the second version). If you have a MUD client, it will almost always give you a
separate field for the port, so this isn't an issue.
Hexonyx supports fully customizable ANSI color, and most players prefer to keep their color
turned on - by color-coding different types of information, gameplay becomes much easier,
both on the player and the player's eyes. However, although most MUD clients support ANSI
color, many Telnet clients do not. If you're not sure whether your client can display color
or not, it won't hurt anything to turn it on in the game and find out. Terminals that do not
support ANSI color will simply display the ANSI control coders literally, so you'll start
seeing things like ]0;37m interspersed with the MUD's output. If this is the case,
we recommend you download a MUD client or a more sophisticated Telnet client, so you can
take full advantage of what Hexonyx has to offer.
Many humanoid races abound throughout the world of HexOnyx Mud, and many
members of those races are played by players. Races have physical
distinctions as well as advantages and limitations.
Many humanoid races abound throughout the world of HexOnyx Mud, and many
members of those races are played by players. Races have physical
distinctions as well as advantages and limitations.
The race you pick will affect how well your character gains hit points, magic points, and recovers from travelling. For example,
a magic user wants to have high intelligence and wisdom. A race with high dexterity is a natural to become a thief. A character
with a high strength attribute should consider becoming a warrior.
Bear in mind while picking a race that Hex has a tri-class system. Choose your race based on what your LAST class will be. For
example, if you plan to be a thief/cleric/warrior, choose a race that has a high strength attribute.
All numbers refer to a base of 14:
|
Str |
Int |
Wis |
Dex |
Con |
Cha |
Sylvan Elf | +1 | -1 | -1 | +1 | 0 | 0 |
Gnome | 0 | 0 | +1 | 0 | -1 | 0 |
Troll | +1 | -1 | -1 | 0 | +1 | -1 |
Hobbit | -1 | 0 | 0 | +1 | 0 | 0 |
Dwarf | 0 | 0 | 0 | -1 | +1 | 0 |
Human | 0 | 0 | 0 | 0 | 0 | 0 |
Additionally, your race determines your maximum stats as follows:
|
Str |
Int |
Wis |
Dex |
Con |
Cha |
High Elf | 17 | 20 | 18 | 19 | 17 | 19 |
Sylvan Elf | 19 | 18 | 17 | 20 | 18 | 17 |
Gnome | 17 | 19 | 19 | 19 | 17 | 17 |
Troll | 20 | 16 | 16 | 18 | 20 | 16 |
Hobbit | 16 | 18 | 18 | 20 | 18 | 18 |
Dwarf | 19 | 17 | 18 | 17 | 20 | 17 |
Human | 18 | 18 | 18 | 18 | 18 | 18 |
Racial resistances to certain elements are as follows:
| Fire | Cold | Acid | Poison | Energy |
High Elf | -2 | -2 | +1 | +2 | +5 |
Sylvan Elf | -2 | -1 | +2 | +1 | +6 |
Gnome | 0 | 0 | 0 | 0 | 0 |
Troll | +2 | +2 | +3 | -2 | -4 |
Hobbit | +1 | -2 | +3 | -3 | -7 |
Dwarf | +1 | +3 | -1 | +2 | +3 |
Human | 0 | 0 | 0 | 0 | +7 |
Innate racial effects are as follows:
High Elf | Detect Magic |
Sylvan Elf | Detect Align |
Gnome | Detect Invis |
Troll | Regeneration |
Hobbit | Bless |
Dwarf | Infravision |
Human | +1 practice per level |
High Elf
High elves are ancient creatures, slight of build and well-versed in the
workings of magic. Elves dwell primarily in forested valleys, far from
the workings of man.
| Str | Int | Wis | Dex | Con | Cha |
Initial Stats: | 14 | 15 | 14 | 14 | 13 | 15 |
Maximum Stats: | 17 | 20 | 18 | 19 | 17 | 19 |
| Fire | Cold | Acid | Poison | Energy |
Resistances: | -2 | -2 | +1 | +2 | +5 |
Innate Effect: Detect Magic
Sylvan Elf
Sylvan elves are ancient creatures, slightly fairer of skin and hair than
their high elf cousins, more reclusive, and certainly more alien to the
ways of humanity. They are at a first glance capricious and flighty,
seeming to waste inordinate amounts of time which they no doubt have to
spare.
| Str | Int | Wis | Dex | Con | Cha |
Initial Stats: | 15 | 13 | 13 | 15 | 14 | 14 |
Maximum Stats: | 19 | 18 | 17 | 20 | 18 | 17 |
| Fire | Cold | Acid | Poison | Energy |
Resistances: | -2 | -1 | +2 | +1 | +6 |
Innate Effect: Detect Align
Gnome
Gnomes are short, stocky demi-humans which dwell in the depths of the hills
and rocky terrain. They are swift and crafty and known to be friendly.
| Str | Int | Wis | Dex | Con | Cha |
Initial Stats: | 14 | 14 | 15 | 14 | 13 | 14 |
Maximum Stats: | 17 | 19 | 19 | 19 | 17 | 17 |
| Fire | Cold | Acid | Poison | Energy |
Resistances: | 0 | 0 | 0 | 0 | 0 |
Innate Effect: Detect Invis
Troll
Trolls are huge, crude, violent humanoid creatures that often prey on the
flesh of man. They are ill-mannered and repugnant, to say the least.
Trolls are solid and strong, yet not terribly bright.
| Str | Int | Wis | Dex | Con | Cha |
Initial Stats: | 15 | 13 | 13 | 14 | 15 | 13 |
Maximum Stats: | 20 | 16 | 16 | 18 | 20 | 16 |
| Fire | Cold | Acid | Poison | Energy |
Resistances: | +2 | +2 | +3 | -2 | -4 |
Innate Effect: Regeneration
Hobbit
Hobbits are a stocky, diverse race of people that live underground in small
boroughs. They are exceptionally dextrous, making excellent thieves, though
hobbits are known to be adept at all classes.
| Str | Int | Wis | Dex | Con | Cha |
Initial Stats: | 13 | 14 | 14 | 15 | 14 | 14 |
Maximum Stats: | 16 | 18 | 18 | 20 | 18 | 18 |
| Fire | Cold | Acid | Poison | Energy |
Resistances: | +1 | -2 | +3 | -3 | -7 |
Innate Effect: Bless
Dwarf
Dwarves are short, hardy creatures known for their superior workmanship of
weapons and armor, and their love of fine food and drink. They tend to
dwell in mountainsides and other secure, mine-like areas, as this is where
they feel most at home, and probably most safe.
| Str | Int | Wis | Dex | Con | Cha |
Initial Stats: | 14 | 14 | 14 | 13 | 15 | 14 |
Maximum Stats: | 19 | 17 | 18 | 17 | 20 | 17 |
| Fire | Cold | Acid | Poison | Energy |
Resistances: | +1 | +3 | -1 | +2 | +3 |
Innate Effect: Infravision
Human
Humanity is the most common race in the lands, being well-balanced and
widely varied in talent and predilection. They are known for their love
of exploration, as well as a tendency to war and a rather short lifespan.
| Str | Int | Wis | Dex | Con | Cha |
Initial Stats: | 14 | 14 | 14 | 14 | 14 | 14 |
Maximum Stats: | 18 | 18 | 18 | 18 | 18 | 18 |
| Fire | Cold | Acid | Poison | Energy |
Resistances: | 0 | 0 | 0 | 0 | +7 |
Innate Effect: +1 practice per level
HexOnyx has a unique guild system. Upon first begining the game, all
players are Freelancers. Freelancers have minimal basic survival skills, no
spells, and little mana. Players may remain as Freelancers until level 5,
but may elect to join a guild before then.
When the player chooses, he or she may join another guild by typing 'join'
in the presence of the guildmaster of the guild he or she wishes to join (Note
that the requirements to join a second and third class are higher.).
Each guild is associated with one prime attribute, which is considered to
be essential to the ways of that guild. You must have at least 14 points
in this attribute to join the guild as a first class. Prime attributes are
listed below.
| Prime Attribute |
Clerics: | Wisdom |
Mages: | Intelligence |
Warrior: | Strength |
Thieves: | Dexterity |
Monks: | Constitution |
Bards: | Charisma |
The 'join' command allows you to join guilds. Enrollment in new or
additional guilds can have high costs in gold, stat points, and practices.
You may rejoin a previous class if you first 'forget' all the skills and
spells you had previously acquired in that class.
Later guilds may also be joined, creating a 'multiclass' character.
Pures
Some characters opt to dedicate their entire self to mastering all of the
abilities of a single guild. By dedicating oneself to being pure to their
guild, they sacrifice learning the abilities of other guilds by multiclassing.
Pure class characters receive more practices than a triclass characters.
A pure also will receive slightly modified gains. A pure warrior has less
use for mana than a warrior that is also able to heal (past cleric). So in
leveling, a pure warrior will gain more hitpoints, and fewer mana. In
addition, the extra practices may be used to train even more hitpoints.
In addition to the benefits listed above, a pure gains special abilities that
the guildmasters are unwilling to otherwise share with normal members.
Clerics are taught the most intense healing spells. Mages are taught how
to multiply the affects of their spells. Warriors are less penalized by their
actions. Thieves inflict even more damage. Monks inflict more damage and
take even less.
Although pures have abilities unmatched by any others, their single-minded
focus causes them weaknesses in many areas. Pures are much more reliant on
others, but bring an even greater benefit to a group.
Multiclassing
After joining a primary guild, you may wish to explore alternate guilds as a
'multiclass' character. The procedure for becoming a multiclass character
is the same as joining your first guild, by using the 'join' command. You
may be a member of no more than three guilds, and you cannot transfer
practices across guilds. The requirements and costs also increase with each
guild you join:
| First | Second | Third |
Minimum level: | n/a | 35 | 50 |
Minimum prime attribute: | 14 | 15 | 16 |
Cost in practices: | 0 | 2 | 3 |
Cost in gold: | 0 | 50k | 500k |
Upon joining a new guild, you will be advanced to level ONE, with hit points
and mana accordingly set. You will only be able to rejoin your original
guild by using the 'forget' command to relinquish all of your skills and
spells originally acquired in that class. You will not be able to practice
any of the skills or spells of your previous guilds, even if new skills or
spells are added. Skills and spells above level 49 may only be used if your
current class offers that skill or spell. All skills and spells under level
50 may be used as soon as you attain the level required to use that skill
or spell.
Gaining/Practicing
The 'gain' command is used at the appropriate guildmaster to advance in
level when enough experience (and hence a credit) is earned. Credits can
also be used to train one's attributes at the trainer.
The 'practice' command enables you to improve your aptitude with the skills
or spells that you have learned. This command must be used at a guildmaster
for your class, who will help you obtain the knowledge you seek.
Typing 'practice' alone will list the number of practice sessions you have
remaining, the skills or spells that you may practice, and your ability in
each. Typing 'practice <skill or spell>' will improve your aptitude, until
you have become fully learned (or run out of practice sessions, whichever comes first).
Practice points or practices are given to you with each level that you gain.
They can be saved or used to train. It is not possible to exceed 125
practice points, for the mind cannot store this excessive potential.
Gentry/Combo Skills
Once a player has reached gentry, they are able to gather all of the
knowledge and abilities that they have acquired and to perform new feats
that draw from all of their classes. The abilities focus mainly on their
current class, but require and draw from their previous.
Following are the abilities that a gentry may learn. The current class is
along the top, required past class for that skill is listed along left.
| WARRIOR | MONK | THIEF | CLERIC | MAGE |
WARRIOR | XXXXXXXX | tolerance | snare | tithe | frenzy |
MONK | fury | XXXXXXXX | stance | spirit fist | focus |
THIEF | evasion | feign | XXXXXXXX | shade | blur |
CLERIC | absorption | herblore | maim | XXXXXXXX | sycophancy |
MAGE | grafting | sleeperhold | precognition | sycophancy | XXXXXXXX |
Cleric
The clerics are the religious sect of the world. Members of the cleric
guilds are given the wisdom of peace, blessing, and healing, as well as
certain spells used to wreak havoc on the unrighteous. Clerics are more
skilled in combat than all save the warriors. The primary attribute of
clerics is wisdom.
Cleric Spells
Level | Spell | Mana | Level | Spell | Mana | Level | Spell | Mana |
(1) | Cure Light | 10 | (15) | Poison | 20 | (31) | Rejuvinate | 30 |
(2) | Armor | 15 | (15) | Remove Poison | 8 | (31) | Regeneration | 25 |
(2) | Cause Light | 15 | (16) | Create Spring | 5 | (32) | Calm | 40 |
(4) | Create Food | 10 | (16) | Group Armor | 30 | (33) | Summon | 50 |
(4) | Create Water | 5 | (17) | Dispel Evil | 25 | (33) | Word of Recall | 10 |
(5) | Detect Poison | 10 | (17) | Dispel Good | 25 | (35) | Flamestrike | 40 |
(6) | Cure Blind | 5 | (19) | Disease | 10 | (36) | Call Follower | 35 |
(7) | Bless | 25 | (19) | Cure Disease | 20 | (39) | Group Heal | 60 |
(7) | Cure Serious | 10 | (21) | Curse | 50 | (40) | Full Heal | 100 |
(8) | Cause Serious | 15 | (21) | Remove Curse | 25 | (43) | Call Minion | 45 |
(9) | Detect Align | 25 | (23) | Group Infra | 40 | (48) | Group Recall | 75 |
(9) | Detect Invis | 10 | (25) | Heal | 40 | (50) | Holy Word | 40 |
(10) | Pray (Skill) | 0 | (25) | Harm | 45 | (50) | Unholy Word | 40 |
(11) | Infravision | 10 | (27) | Sanctification | 30 | (52) | Call Soldier | 65 |
(11) | Waterwalk | 20 | (27) | Sanctuary | 75 | (55) | Dispel Magic | 75 |
(12) | Earthquake | 25 | (28) | Aid | 35 | (55) | Pulse Heal | 105 |
(13) | Protection from Evil | 10 | (28) | Magical Vestment | 30 | (58) | Visitation | 50 |
(13) | Protection from Good | 10 | (29) | Animate Dead | 35 | (60) | Total Recall | 25 |
(14) | Cure Critical | 15 | (30) | Cure Bite | 25 | (61) | Group Sanctuary | 150 |
(14) | Cause Critical | 15 | (30) | Cure Paralysis | 75 | (63) | Call Champion | 75 |
| | | | | | (65) | Remove Cut | 300 |
Mage
The mages are those that follow the laws of magic ordained in the
Enlightenment, to control the magical cords of force that gird the world
for their own gain. Mages are weak fighters, but have at their disposal
all forms of powerful and violent magics, save those of blessing and
healing which derive from the gods themselves and hence are the forte of
clerics. The primary attribute of mages is intelligence.
Mage Spells
Level | Spell | Mana | Level | Spell | Mana | Level | Spell | Mana |
(1) | Magic Missile | 10 | (19) | Energy Drain | 15 | (38) | Slow | 25 |
(2) | Detect Magic | 10 | (21) | Fly | 20 | (40) | Cone of Cold | 30 |
(3) | Detect Invis | 10 | (22) | Fireball | 20 | (40) | Dispel Magic | 75 |
(4) | Chill Touch | 10 | (23) | Weakness | 30 | (41) | Stone Skin | 20 |
(5) | Armor | 15 | (24) | Pass Door | 40 | (43) | Petrification | 45 |
(6) | Infravision | 10 | (25) | Drain Corpse | 25 | (48) | Disintegrate | 35 |
(7) | Burning Hands | 10 | (25) | Ice Storm | 20 | (50) | Enlighten | 70 |
(9) | Strength | 30 | (25) | Teleportation | 20 | (52) | Cloudkill | 45 |
(10) | Shocking Grasp | 15 | (26) | Enchant Armor | 100 | (55) | Power Word Die | 55 |
(12) | Blindness | 25 | (28) | Creeping Doom | 25 | (56) | Stone Neck | 50 |
(12) | Sleep | 25 | (30) | Charm Person | 50 | (59) | Fumble | 50 |
(13) | Lightning Bolt | 15 | (30) | Curse | 50 | (60) | Soulsurge | 25 |
(15) | Invisibility | 25 | (31) | Haste | 35 | (61) | Meteor Shower | 55 |
(15) | Study (Skill) | 0 | (31) | Fireblast | 35 | (64) | Slay | 55 |
(15) | Enchant Weapon | 100 | (33) | Locate Object | 30 | (66) | Conjure Elemental | 70 |
(16) | Color Spray | 15 | (34) | Chain Lightning | 25 | (67) | Gate | 100 |
(18) | Giant Strength | 40 | (35) | Dragon Talon | 25 | (69) | Death spell | 100 |
(18) | Group Infra | 40 | (36) | Acid Blast | 35 | | | |
Monk
The monks are the enlightened teachers of the world, employing patience and
understanding to further their goals. They are excellently trained in hand-
to-hand combat, but refuse to use weapons or shields of any kind. They are
also well-known for their magical prowess, but they choose to harness this
ability differently than many orders - while spellcasters will tend to spend
their mana in short, controlled bursts to create a magical effect, monks
prefer to employ their mental energies as a continuing source of
reinforcement. The primary attribute of monks is constitution.
Monk Skills
(1) | Stone Hands | (34) | Third Attack |
(5) | Meditate* | (37) | Stigma Magic |
(8) | Dragon Feet* | (42) | Strength of the Bear |
(10) | Second Attack | (47) | Tiger Palm |
(12) | Bodyslam | (52) | Javelin Fists |
(15) | Balance of the Crane | (55) | Spirit of the Dragon |
(19) | Grand Slam | (57) | Attune |
(24) | Dispel Self | (61) | Fourth Attack |
(29) | Speed of the Wolf | (64) | Chakra |
(31) | Fatal Steps | (66) | Toss |
* Current class only.
Thief
The thieves of the world are those who rely on guile and trickery to gain
their end, rather than brute force or magical might. To that end, thieves
have a wide range of unusual skills to suit their needs, and are well suited
for exploring areas that others cannot reach. Thieves are slightly worse
fighters than clerics, and like warriors, they cannot cast spells. The
primary attribute of thieves is dexterity.
Thief Skills
(1) Sneak | (20) Dodge |
(2) Night Vision | (25) Second Attack |
(2) Pick Lock | (27) Throw |
(3) Backstab | (30) Cutthroat |
(4) Steal | (31) Circle |
(5) Hide | (35) Assess |
(6) Track | (40) Parry |
(11) Trip | (52) Backflip |
(15) Retreat | (55) Limber |
(18) Sand | (60) Dual Wield |
(62) Poison Weapon | (64) Stealth |
Warrior
The warriors are the skilled swordsmen of the world. They are the strongest
and most skilled in combat, and have at their hands a wide array of combat-
related skills, but cannot cast magical spells of any sort. The primary
attribute of warriors is strength.
Warrior Skills
(1) | Kick | (20) | Berserk |
(3) | Bash | (22) | Roar |
(3) | Rescue | (25) | Parry |
(5) | Endurance | (31) | Disarm |
(9) | Track | (40) | Third Attack |
(15) | Second Attack | (65) | Fourth Attack |
(18) | Block | | |
Dual Classes
Adventurers who wish to completely combine the skills and talents
of two classes can do so by joining one of the prestigious dual guilds. Each guild provides training
that allows the use of the most powerful spells and skills from each of the previous guilds, in
addition to a few extra abilities.
Illusionists - A combination of magic-users and thieves.
Templars - A combination of clerics and monks.
Assassins - A combination of warriors and thieves.
Paladins - A combination of warriors and clerics.
You must have reached at least level 65 in both prerequisite classes before you can join one of these
guilds.
Illusionist
Illusionists combine the stealth and trickery of thieves with powerful black
wizardry to create deceptive magics intended to distract their opponents as
they prepare to strike. Illusionists depend greatly on the element of suprise
and thus at a disadvantage during combat. The primary attributes of
illusionists are dexterity and intelligence.
Illusionist Spells |
Illusionist Skills |
(30) Improved Invis | 40 | (70) Precognition.... |
(33) Identify | 10 |
(40) Smokescreen | 55 |
(47) Faerie Fire | 50 |
(50) Clone | 45 |
(60) Sense life | 90 |
(64) Confusion | 75 |
(70) Blur | 50 |
Templar
Templars combine the religious and spiritual backgrounds of the clerics and monks.
They are formidable fighters and very skilled in the ways of healing and holy magic.
The primary attributes of templars are wisdom and constitution.
Templar Spells |
Templar Skills |
(60) Barrier | 50 | (40) Sacrifice |
(68) Final Wrath | 64 | (54) Mantra |
(70) Herblore | 45 | |
(70) Spirit Fist | 75 | |
Assassin
The Assassins are a dangerous combination of the quickness of the
thieves and the brute strength of the warriors. They are second to
none in melee combat and can skillfully use nearly any weapon. They
do not believe in the use of magic. The primary attributes of Assassins
are dexterity and strength.
Assassin Skills |
(28) Gouge |
(40) Forge |
(46) Firewheel |
(57) Backdraft |
(70) Evasion |
(70) Snare |
Paladin
Paladins are warriors with healing magic deeply devoted to some kind of religious
cause. While some may be pure of heart and dedicated to helping others, there
can also be anti-paladins who join the dark causes and seek to promote
chaos and disorder. Their chosen path dictates how they use their powers.
Paladin magic is closely tied to the power of their swords. Because of this,
they spurn all other types of weapons.
Paladin Spells |
Paladin Skills |
(41) Stasis Sword | 30 | | (32) Cover |
(46) Crush Punch | 55 | | (70) Tithe |
(50) Night Sword | 40 | [Evil] | (70) Absorption |
(60) Dark Sword | 50 | [Evil] | |
(50) Lightning Stab | 60 | [Good] | |
(60) Holy Explosion | 70 | [Good] | |
|