DartMUD is a mud unlike anything I have ever played. I began my mudding days playing Mume, Two Towers, and other variants. They all rather felt the same, progress from zone to zone, each more difficult than the next and get gear which was slightly better. Even the players seemed to follow the feel, there was a hollowness to mudding. Once I started playing Dartmud that hollowness went away and a world of complexity was upon me. I've heard a lot of people say that it is brutal, tough and gritty. It is, but it's not nearly as intimidating as people say. Death is quick, and possibly permanent, but once you learn some of the basics and get some skills that enable you to travel life isn't nearly as dangerous. Common sense and the ability to listen will take you a long ways. Just like in real life if you stick to well populated areas the wolves won't eat you, but venture into the wilderness... My path has been a fighter and a crafter, though if I wanted I could learn to be a mage as well. Everything in Dartmud is skill based, find a sufficient teacher (or not) and you can start life as a cook, farmer, fighter, mage, or whatever you would like. This flexibility makes it really exciting for long term goals, you really can become anything given enough time. The crafting is also very deep. From what I can gather the folks who designed it are avid members of the SCA. The level of realism and attention to detail really is fantastic. One example is using a forge, not only do you need the proper ores, ingots and fuel, but you must pump up the forge to a certain level and after some time must retain the heat. Crafting is no longer a mindless spam, but has some required actions. Combat is body part based, and from my view as a fighter entertaining. You can spar, or by changing your combat settings enter a mode where you are, hopefully, more deadly. Though a good many opponents are more useful alive than dead. When attacking, or attacked, you hit body parts which cause dropped weapons, falling, crawling etc. It feels real. I'm not so sure on the mechanics of magic but it is prevalent, though not frivolous in usage. It still feels 'magic' and not mundane. A few things I dislike is the state of the economy. It seems the production of food items is the most profitable activity, or at least the easiest for the energy required. Add the requirement for room and board (gear doesn't save on your person) and you can have some frustrating days when all of the shops are sold out. There is a constant need to pay the rent, to keep the gear, so you can earn gold to pay the rent. As long as it isn't sold out... I'd love to see some portion of your gear on...
Read More
Dartmud, The lands of Ferdarchi is one of the most in-depth and involved muds I have ever played. I originally started back in 1996, played for awhile, then took a long break from it. I then returned in 2003 and began playing once again. I was once again snared by the spell that is Dartmud. A few reasons that I enjoy DM so much is everything involves a bit of thinking and skill. For example I will discuss my current profession, that of a Fighter. The fighting system is based on setting various allocations to your fighting/defense hand(s). You can tailor your character to be a certain type of fighter. Skill improves also come with time using them against a suitable sparring partner, be it a player or a soul-less one (NPC). Other fighting related skills are available, including Thrown, Archery and bash. Oh, and the skill system is almost totally numberless. You won't see a percentage but a level of skill achieved. One of the strongest points of this mud is the craft system. Want to be a smith? Go for it! But it'd be best to learn a few skills before hand like metallurgy and such so you can supply yourself with your own ingots. Once you have the proper materials it is a matter of getting the tools together and forging yourself something. It can range from a red brass armet to an ornately decorated katana. (Which you can decorate depending on materials you gave) But don't expect to be able to make everything in one day. It takes a great deal of time and patience, or a good teacher. Which brings me to my next point. Castles, Houses, Great Keeps. Anyway you look at it they bring to mind visions of times of old, great happenings and loyalty. And that is just what they are. A place for friends to gather and learn, speak, and defend each other. There are currently many castles, each with its' own barons or baronesss'. So to a large degree political intrigue is also a major part of the game. Castles can also be added to, construction is active even if Narg the construction orc is a bit overworked. Want a new room? Higher walls? A moat? Slap down the coinage and you got it, in time. Death on Dartmud is a very serious matter. If you are killed, and no one can get your corpse to a healer, then you are dead. End of story, make a new character. Even if you are saved you will lose some skills. Life is brutal and harsh in Ferdarchi but the creators do an excellent job to keep it in check so it is still a fun and exciting place to be. If you can afford it you can purchase an amulet. It's an item which holds your soul and prev2ents skill loss, but can be taken and stashed. With a range of skills and people that Dartmud possesses it a...
Read More
Well, I played this MUD for a week. And that's the shortest I've EVER played a MUD. This one, however, as you can clearly see has disappointed me greatly. A friend of mine, whose name I won't release, told me about the MUD. He talked on and on and on about how great it was how the RP was just awesome. But for the week I played I noticed several things that an RP MUD of this caliber was without. For one thing, it was missing a greet system, now don't get me wrong there are a couple MUDs I could name that were good without, but none of them were RP enforced. Or at least RP Mandatory. Now, you tell me, what kind of RP MUD goes without a greet-system? It kills more RP then it promotes, considering people automatically see your name and title without even knowing it ICly. That was one thing, the second thing I noticed, was the LACK of RP. Sure, I ran into a good amount of RPers, but I ran into more idiots then I did RPers. People playing with socials for no RP reason, like groping you, licking you, poking you, and all such annoying and non-RP-based socials. Now is that really something you'd actually SEE in an RP MUD that has some decency within the playerbase? I think not. The third thing in which I was greatly disappointed was a rule against using emotes to say things or emoting while saying things at the same time. Now, this I understand, considering with most MUDs that have multiple races have multiple languages. Am I right? But the fact that they didn't even have a secondary command or even a supported feature to allow it in anyway, was rather disappointing. If the coder can code in multiple limbs, and interesting races such as the elephant people, I'm sure they would be able to find SOME way to allow such a feature. But apparently, the coder is either TOO LAZY or simply doesn't care for supporting extra RP. And one of the players had the nerve to say how it would HINDER RP. Now that's just plain silly, I can name several SEVERAL MUDs that have such a feature some that I've quit playing a long time ago. If I were to rate this MUD, I'd give it a 3/10. It has potential, but if the players continue being idiots and RPing while either drunk, stoned, or in someway in an altered state of mind, then the MUD won't last much longer. The rankings on TOPMUDSITES even says that clearly. Well, I'm done now. If whoever reads this has any sense of decency, take my word. Don't play this MUD, there are plenty of MUDs that are much better. This has been a review by Omishtravantos, thank you.
I started playing DartMud in 2001. I'd never played a mud before. Didn't really know what a mud was. The basics of life in DartMud were easily learned. The helpfiles can actually help you. I heard that a lot in my early days. One of the first lessons I learned was death is permanent sometimes, just like real life. And that is one of my favorite parts of DartMud. It's closeness to reality. Sure, amulets and ressurection and such are fantasy. But right down to the finest detail of the crafts, it's all based in reality. I love how well researched each new thing is. The crafting system is so completely advanced compared to anything I've ever seen since I started playing. There are skills that allow you to get raw materials. Skills to refine those materials. If you just want to spend your life farming, you can do that. I love that you're not required to join a guild. You don't have to be part of a guild to learn your skills. Your life is yours to do with as you wish. The possibilites are limitless. The magic system is...I've never seen anything like it. I've actually looked for something similar. It's so in depth. If I could sum up the world in one word, I think I'd say intense. The roleplay is fun. Characters get married, have affairs, get divorced, betray their castle. It's been said before, but, give DartMud a try. Come get lost in our world.
I played this game a grand total of 6 days and I wouldn't recommend this game to any self-respecting MUD player. If you had asked me when I first started playing this MUD, I would've said it was the best game I've ever played, but I've since been proven wrong. First off, let me say that there is false advertising on the description of dartmud. Your equipment is not saved, it is dropped when you logoff. Roleplaying is not encouraged, it is required. This is also not a newbie friendly game. Don't be misled if someone tells you it is a free game, because it is not. In order to register, you're not allowed to use any freemailers so if your Internet Service Provider doesn't provide you with an email, then don't bother playing because your character will be deleted from the system soon after it is created. Most MUDs don't allow pking of new members since they're just getting used to the game. This MUD allows it and sometimes even encourages it. Be warned, if you've never played a MUD before, this isn't the best game to start out with. When you logoff the game, your items are dropped wherever you logoff. This means that if you don't buy a room at an inn, then your items will be lost or stolen. Unfortunately, new people are frequent victims of stolen items since they can't afford to rent a room to keep their items safe. Also, if you challenge the creators in any way, shape, or form for any reason, big or small, then expect your character to be deleted. I'm guessing the creators don't like to be proven wrong, so even if they are wrong, don't say anything about it to them or you will be punished. The punishment usually does not fit the crime, as in most MUDs, and there is no 'innocent until proven guilty' rule. The creators take no time to investigate the matter, and to save time, will merely ban you and imprison your character for life. All in all, this game is very realistic, but do not presume that new players get any special treatment or information like other MUDs.
Dartmud. I'm 24 years old, I've been gaming since I was 6, every sort of game there is, but Dartmud definately IS the best I've ever played. I started in 2003 I think, since then time flew by. This game is an alternate reality in which you control what you become, you decide which skills to learn, how to act and react, and in a way, how others react to you. You're completely free to do what you want, and still be respected for it. Become the Dragon Champion and earn respect as the toughest fighter, become an ogre healer (yes, an ogre healer) and join the renowned Healer's Guild, or just sit around and make people laugh being a jester, and still manage to become baron of one of the castles. Either have been done before, so what should stop you from doing whatever you want? Aside from that, which is an important aspect for me personally, there's the chance of becoming allmighty. Become an assassin which no one has ever seen for a rl year, then wreak havoc on whoever stops you, fullfill challenging and humorous quests, dress in home-made dragon leather clothing and amaze people with items no one has ever seen before. All this thanks to an active staff who will help you when needed, are constantly optimalising all aspects, and of course, a great playerbase with lots of rp skills. To finish. I told many people about this game, and they were all very sceptic, didnt even want to try it. The 5 personal friends I know who did try over the past 3 years still play, every day, and won't play anything else. This game will get you hooked, I guarantee. Check the website, and remember that what you read there is but the slightest fraction of what it really is about.
I was first introduced to muds in general in 2000, the first and only mud I've played since then is DartMud. Oh sure I've tried plenty of other muds but none are as realistic, complex and detail-oriented as DartMud! The world is constantly changing and almost completely player-run (as far as what goes on in social/political aspects). It does take a little while to get used to the daily life and the way things work but once you get the hang of it you will find yourself hopelessly addicted. It's great that I've been playing for 6 years and still learn new things and go new places all the time! Soon there will even be a whole new continent complete with it's own culture, languages, native foods and crops, races, etc. I feel as if I must mention the crafting system as it is incredibly complex but not aggravating (unlike muds where you sit in one spot and work on carving one piece of wood for 10 minutes just to mess it up). No, instead if you wanted to carve a piece of wood you would first need to find a woodaxe and a hand saw, then go out in the woods (minding the wild animals), find a tree and chop it down (and hope it doesn't fall on you), chop it into board, take the board to a smithy that has appropriate tools and THEN you are ready to carve the wood into whatever you want...if you have the skill. Once you get to that point that you're ready to make the wood into what you want it's instant. No sitting around waiting to see if 10 lines of "You continue carving the wood" succeeds or not. That's just one example. There are tons of crafts. My favorites are sewing and leather working. Finally, WAR. Just like in the real world people don't always get along in DartMud. We do have a number of castles and guilds that don't always agree. We also have quite a few independant people that don't always agree with the castles/guilds. It is not a constant occurrence but every now and again someone will go too far and the world will be torn apart by war. Once my character's husband, a noble of a castle as well, was murdered by another group. My character had revenge on her mind and took out some members from the rival group, and in turn some of the people she lived with lost their lives. After many peace talks and bargaining for each others members held for ransom things eventually went back to normal. To me these are the times in DartMud that are key to building friendships and history for your character. Great fun too! When you log on and your hands are shaking because you don't know if someone is hiding next to your character's bed ready to kill them...you know it's an awesome game. Over the years DartMud has made me laugh, and...
Read More
So basically, the world itself is nicely crafted. well structured and lots to do. Only Problem is the people. This mud in not newbi friendly at all, if you are new to muds in any way, i strongly reccomend staying away. If you are an experienced mudder who can get along with very little help from help files and or other players, it might be worth a try. Also unless you are a magic user, the only real skill besides crafts is Kill. you can enhance it, but yea, no other skill but that. So outside of players being very abusive OOC, the world is good. Just stay to yourself is my advice.
I've been playing dartmud a year and a half now, and I'd like to say ever since I started, I've never been able to get into another mud. They just arn't the same. Dartmud has very interesting magic, crafting, and fighting systems. Each skill tends to be a little different, and learning can be both harder or easier depending on your races natural abilities, it's a lot harder for an ogre to learn to sew, than it is for an elf. While on the other hand the ogre is probably better suited for stone working or mining than the elf. Also unlike some muds where you get experience, and level up, and learn new things. In dartmud there are no levels, if you want to learn something, you just practice it. If you want to learn how to sew, you make things, starting with simple tasks and moving to more complex tasks, the more things you do that involve that skill, the more you will learn it. This holds true for any and all skills, if you don't actively practice it, you don't learn it. Certain skills will also conflict with one another making learning slower in both areas. For example it's harder for a mage to learn fighting skills, if they know a lot of magic already. But it is possible, with time and dedication. As with a lot of rpg games I have played, multi-classers have to split their learning between very different paths, and as such, both sides learn slower than a full mage, or a full fighter, as with the example I gave. I also enjoy the realistic setting of dartmud. As mentioned in previous reviews, you drop items when you log off, not all items, but weapons, armor, and items you would expect to remove before 'sleeping'. If you sleep on the streets of new york city, you can probably expect your things to be stolen. And so holds true for dartmud. This is just one of many examples of how they try to keep things realistic. Thieves that arn't tied to a specific house or guild are not often tolerated by other characters, giving an exciting challenge to playing a thief. If you get caught stealing your going to be executed. I will agree with the previous review though, this mud is a challenging, and often hostile setting, and although fun and enjoyable, you are very likaly going to die more than once. It's a mud thats probably not a good choice for a beginner to muding, espcialy if you take things too personaly, or object to player killing. If you try wandering into the wilderness alone and unskilled your probably going to die, if you insult a noble, expect them to put you in your place, (in medievil time periods, vassals and such didn't insult their lords and live long to tell the tale). This can often discourage new players who arn't used to such a harsh setting. But if enjoy...
Read More
I played this game a grand total of 6 days and I wouldn't recommend this game to any self-respecting MUD player. If you had asked me when I first started playing this MUD, I would've said it was the best game I've ever played, but I've since been proven wrong. Don't be misled if someone tells you it is a free game, because it is not. In order to register, you're not allowed to use any freemailers so if your Internet Service Provider doesn't provide you with an email, then don't bother playing because your character will be deleted from the system soon after it is created. Most MUDs don't allow pking of new members since they're just getting used to the game. This MUD allows it and sometimes even encourages it. Be warned, if you've never played a MUD before, this isn't the best game to start out with. When you logoff the game, your items are dropped wherever you logoff. This means that if you don't buy a room at an inn, then your items will be lost or stolen. Unfortunately, new people are frequent victims of stolen items since they can't afford to rent a room to keep their items safe. Also, if you challenge the creators in any way, shape, or form for any reason, big or small, then expect your character to be deleted. I'm guessing the creators don't like to be proven wrong, so even if they are wrong, don't say anything about it to them or you will be punished. The punishment usually does not fit the crime, as in most MUDs, and there is no 'innocent until proven guilty' rule. The creators take no time to investigate the matter, and to save time, will merely ban you and imprison your character for life. All in all, this game is very realistic, but do not presume that new players get any special treatment or information like other MUDs.
Dartmud is a briliant M.U.D. Anyone looking for a realistic, life like game should check this one out. It has many skills you can learn and may differnt areas to explore. Make sure you read the helpfiles before playing. Very much a role-playing game and in-character.
When I first joined DartMud I was a bit confused at how things worked. After a bit of exploring and talking to other players I gradually picked up the basics needed, even after a few months of playing I am still learning new things to do. This mud is quite complex compared to most and well put together, I would recommend it to anyone looking for a new mud that is not all about hack'n'slash. There are many skills to learn and many ways that each can be used. Most of the players are friendly and will help you out without asking for anything in return. My only gripe about this mud are the admins. As I have found in nearly all muds, they all seem to have become corrupted by their power. Asking for help only results in rude replys and arrogant answers. If your looking for a nice mud then this is it. Aslong as you dont encounter a problem that requires an admin then you are up for a pleasant game.
I used to play dartMUD thinking it's the best thing since sliced bread {except for the combat system, of which i've seen way better}. Little did I know of the egomaniacal, god complexed, bunch of lifeless nerdling sucks that populate that Game's world. To begin, don't even try to ask for help from the creators, they'll probably just end blasting you. There's permadeath, so once a char is dead....he's well done for. {Not that there's anything wrong with permadeath} it's just that in a game where pretty much everybody's out to get you, having some trained bully characters who don't even GIVE you a chance to start out kinda stinks up gameplay. Second of all, if you read the bulletin boards, these people {the GM's} are out of it. They're thinking of SUING people just because some players decided to give out some advice on how to advance in the game!! How crazy is that. Now, I understand that giving out quests and such is a childish thing to do. But just because somebody needs help in game, you bring up lawsuits...c'mon don't have a thrombo you "oh so mighty" game "creators". To sum it all up. 1} Hostile gaming environment, Creators are just terrible at helping anybody with anything. 2} Sucky combat system, that's very hack and slash. Quite bleak when it comes to combat. 3} Most learned players spend their time hacking and killing off NPC's and are not very willing to help, but would rather finish your character off for good. 4} A permadeath system, without any kind of in game law system. A very bad combination in my oppinion leaving the game open to predatory characters to give "creators" any half-baked reason to kill you off without consequence. Summary: If you're looking for a game where there is no law, and the creators are incredibly hostile. This is the one for you. Want a pleasant gaming experiance. try GEAS. Nego.
Some highlights as I see them : -Dartmud has a highly integrated crafting system and unique fighting and magic systems. - Politics are ever present and can get 'down and dirty' though people that are 'neutral' are not generally harassed. - Thieves are difficult to play and are truly considered outcasts. - a unique disease system. Even powerful people can die from a honey bee sting if they are allergic. - Lots of rp'ing by players. - Interesting quests. Some are mundane and others very challenging. -No designated 'newbie' or 'high level' areas, so there is more interaction between less and more experience characters. - No levels or restrictions on character development. - A challenging mud to play but most rewarding.
Dartmud is truly an amazing MUD. The simple nuances and extensive attention to detail and realism (in a fantasy mud setting of course). From the time keeping system to an amazing skill base. The crafting system is above reproach in most instances. A wide variety of crafts and user based resources, from farming, to mining, to shearing sheep. The economy seems stable and well implemented. Speaking of which, thieves are outcasts and not party members (unless you are part of a thieves guild of course). There are a number of Houses or Guilds to choose from, some harder to find than others. This MUD is heavy on role-playing. While there are plenty of creatures (and other things) ready and willing to kill you, that is only part of the game. If you have yet to try it, I would strongly recommend doing so.
I just want to take a moment to attack the previous negative reviews on the mud. Time have changed since the days of bad rpers from what i have seen. I used to not be too good at rping but after a year at dartmud i am scared to mention someone, who i just met, there name without first asking. People (such as Tiny the small ogre, possibly the best fighter) actually get angry if someone kills a mob. Negative: Money is hard to find which can sometimes get frustrating if you have just died and don't have the money to repay your healer. Skill raising can get tedious as it generally involves reapeating the same commands over and over again. Unfortunately some players like to ruin the game by cheating by either setting a trigger and leaving their computer or using ooc communications such as msn or AOL. A proper, none anonymous email is required to play, though it is a necessary precaution to stop previously banned players from returning. As said earlier, what the item is created from makes no difference except how it looks (excluding dragon metal i think) though not on the scale of shovels and axes being made of wood because it is easier. Positive: Dartmud is so indepth and has so much freedom that it is intoxicating. You can do anything from mining, melting down the ore and then making a sword to hunting up a giant sandworm or wyvern and riding it. Skill raising may be repetative but after awhile you feel like you have achieved something and talking to people whole learning takes all the boredom out of it. YOu world is massive with some 3000 ocean hexes to hide your enemies soul in. Many castles and guilds to join in the political intrigue of being a noble. Lots of crafts to do from obtaining raw meterials, refining the raw meterials and turning them into a useful item. The fighting system is complex but easy if you know it. Magic system is complex and doesn't require you to kill anything to get any good. Classless, levelless and numberless. Items drop when you quit giving the effect of sleeping so you, the sly thief can sneak into their room and nab their possesions. Thieves are seen as outcasts and if caught learning thief skills unpermitted by a castle you will be killed on sight. Death is largely permanent unless you're lucky enough to get rescued and ressurected by a healer. I feel like I have only just sratched the surface of the features dartmud has. Once you get over the first hump of knowing how different dartmud is, you'll be hooked. WARNING:You WILL have no life.
I've been playing this mud for 6 years, and I've never found a better one. The combat system is unsurrpassed, the spells are realistic, and the crafts you can make are actually imaginable. The world is completely original and this mud is highly addictive, but it isn't easy, not by a long shot.
I have been playing this mud for over 5 years now. It is by far the most indepth, and original mud I have experience. The command structure is fairly easy to get used to, and the gameplay is highly involved and intense. This is not a easy mud by any means, but with a little dedication is highly addictive, and enjoyable.
The first thing that drew my interest to Dartmud was the crafting system. Years later, I still enjoy the crafting and have also branched out to enjoy the politics and conflicts of the land a bit more. Enough can't be said about the wide variety of things available to be made by crafting. Perhaps one day you wake up and decide that you could really use a fancy new leather cloak to show off at the upcomming feast. You could always hire a tailor to just custom make one for you, or you can have the enjoyment of making it yourself. First, you can hunt to find animal skins for the leather. If you're good, you can kill a crocodile or a wyvern, or something impressive. If not, there is always rat fur or goatskin or something. The skin has to be tanned, which takes tannic acid. So you're off to the woods to gather ingredients to make acid. Having done that, you need some dyes to make it all fancy and colorful, so while you're in the woods you gather some ingredients for dyes as well. Thread is needed to sew it up so you can grow fibrous crops or sheer some sheep and make thread from the fibers. Then the process of dying the leather also needs some minerals, so you trudge off to the local mine with your shovel and pick and spend a day getting dirty looking at rocks. Finally you have everything you need and can try to make your fancy leather cloak. Better hope you're good enough, or you'll waste what you have and have to do it all again. ;) While that may sound tedious to some, these kinds of activities can be done quite simply by having someone else do them. There are almost always willing crafters happy to make a coin. To me however, the challenge of learning all the knowledge of specific ingredients and becoming skilled enough in all the skills required (each action above uses a different skill) makes the crafting system totally unique and enjoyable. People often choose several crafts to focus on, which allows for good trade and economics to thrive in the game. A farmer will trade food or fiber to a tailor in exchange for sewing a set of clothes,etc. This description give a glimpse of the fun of crafting, but you can really only know it once you master your first craft and realize you can make all the items possible with that skill. Come try the experience yourself! Oh yes, there's also fighting and magic too, but you can read other reviews to find out about that.
In the interests of full disclosure, I haven't played a whole lot of muds. Those I had previously played I found unfulfilling, because nobody was willing to talk to you - they just went killing every mob in sight. There was no way to play a pacifist cleric, for example, because the only way to improve your skills was to fight. Enter Dartmud. To say the game is complex can be an understatement. I've played for about a year and a half, on and off, and there's always something new going on. It's technically classless, though learning fighting will hinder learning magic and vice-versa; it's levelless, but your skills do improve. Its stats and skills are numberless, but you get a general idea of how good you are. You can die permanently if you don't watch out. Once you die temporarily, it's a race against the clock to get resurrected before your body rots away and/or you lose all your skills, and hopefully your assailant won't butcher your corpse. There is a learning curve to be sure. Both the fighting and magical systems have unique aspects that you need to get your head around, but once you do it's quite clever. There are nearly two dozen crafts that take you from raw materials (such as mining ore) to refined intermediaries (such as using metallurgy to smelt ore into ingots of metal) to finished products (such as smithing a chisel from your ingots.) Want to play a stalwart hunter and fight? Do it. Want to play a bookish pacifist who spends his time studying spells to better heal others? Do it. Want to play a primitive and go gather nuts and berries in the wilderness? Do it. The game plays on several levels. As you first start you'll need to ask a lot of questions, but be sure to be polite about it lest you anger some powerful players. Just like in real life, being a brash jerk won't get you too far. As you get more skilled, you may get to enter a castle or a guild and experience political undercurrents more complex than a German fugue and like a George RR Martin novel playing out on your screen. The roleplaying is very subtle but its effects are widespread. Some say there isn't much roleplaying going on, but they probably haven't had access to its intricacies yet. People don't say "thee" and "thou" in Dartmud, but that's not RP anyway. It's an understanding of who your character IS and what actions he or she will take. If you're tired of hack'n'slash, I highly recommend giving Dartmud a try. It's not a game for everyone, but I thoroughly enjoy it. The more you put into your character, the more you'll get out of it. Come join us, and discover that an imp isn't just a small devilish creature! * You think your roleplaying skill has improved. *
Perfect coding! You feel that you're in a live body %100 percent. You feel when the stagger, you feel when your arm hurts.. The code includes great tools for RP. I don't have much to say. If you're in for something complex, not consisting of "e;kill gremlin;e;kill gremlin" go for it! But... RP mandatory? I played in some RP mandatory games to I started, emoting my ass till someone came in yelling "I lost my in the last reboot." At least the players I meet don't act IC a lot. But this is a problem of the players, not the MUD. If it improves the emoting system a little, like the system in Armageddon and have some rules, nasty rules for people behaving OOC, it's going to be the best RPI MUD in the world for sure.
DartMUD is the most unique MUD I have ever played. It's extremely indepth, but not too hard. Complex, but not complicated. This is a roleplaying MUD for anyone who likes to Roleplay. While there is no strict RP enforcement, it is extremely suggested you do it. I guarantee that you will enjoy this MUD. It is very different from other MUDs. The playerbase is huge, the skills are endless, there is never a boring moment, and the creators and staff are very nice.
I first came to Dartmud after playing a hack-n-slash mud on xnet. A friend and I used to play the other mud on a regular basis, and only tried Dartmud after we over heard a creator talking about this highly addictive game in channel. So of course my friend and I hopped over to try it out. I still remember my first time playing fondly. I chose to play a spyder, and as soon as I came to town Barrot, the npc town greeter, shouted that someone new (that being me) had come to town. I was quickly greeted by an actual player named Colette that took me to the Mage's Guild gate and attempted to help one so clueless as I understand this wonderful game. I, of course, didn't bother with the help files at all because I was too smart for that, that was probably a mistake on my part :P. Anyway, this female elf Colette convinced me into learning some magic. Then after I promptly ran to an npc and tried to pick a fight. I lost of course and died, permenantly. This was something different indeed. I typed examine me and I saw an actual body! Everything was completely different and refreshing. Now, I have played for close to 6 years, and many things have changed, Colette has passed on, as well as Barrot and the city in which my first character dwelled, but still I have much to learn. The game is hard, and it takes a pretty stubborn person to persist at it, but if you can overcome the natural barriers to playing this game you will find it highly rewarding and addictive. Dartmud features extensive crafts and skills. The combat system is very descriptive, though it could use a bit of work. The magic system is awesome, and the way the game works overall is very realistic. The creators are friendly, mostly, and stay out of game play as much as possible. The creators are there only to maintain the mud. However, they do come out and chat every once in a while. I can't come close to describing exactly what is so great about this mud, but you're more then welcome to come and try it for yourself.
DartMUD is one of the better MUDs I have seen in my limited experience. It's not without flaws however. Flaws: Throwing knives are apparently REALLY powerful, which doesn't make too much sense...this was apparently implemented so that fighters could hold their own against Mage Green Fire Bolts. This is a bandaid approach to balance that damages the credibility of the setting. Mages seem too powerful and versatile. There's a lot of sitting around practicing skills which is really boring and time consuming. The races are stereotypical Tolkein/D&D races with some bipedal animals thrown in. Your gear (except for clothes and jewelry) falls off your body when you log off, and there's no way to prevent the stuff you wear from being stolen except putting behind a locked door that can be picked (robbing people while they are online or taking their excess stored loot is one thing, but taking the armor off their back without killing them first while they are offline and them not knowing till they log on is dumb). The material that things are made of doesn't alter their effectiveness...this gets really silly when you find everything being made of balsa wood including shovels, axes and shields because it's easy to work with. Effectively only three "classes", Mage, Thief and Fighter. No penalty for killing random mobs in towns...the guards will watch you kill people, and the players make a distinction between killing mobs and killing other players, which again damages the credibility of the setting, but is very common in MUDs. Virtues: No global channels, automatic descriptions of people (I like these), a good roleplaying spirit among the players, newbie friendliness among the players, unrestricted PKing, advancing in noncombat abilities requires one to do those abilities and doesn't require killing mobs, being able to rob peoples' rooms or kill them to get their stuff, allocations let you personalize your combat style or create different combat styles that you can switch between (through macros), your alignment is determined by actions and don't include the tired old Law and Chaos axis, you get cool visions from the gods if you have a strong alignment orientation, different characters can see farther outdoors, merchants only buy goods that they would logically be interested in, you can make a living as a miner or farmer, permadeath.
Well I am not sure about this mud because instead of handling problems on a one to one basis they just decide to advertise their game but dont let people log on just because their ISP is AOL.
DM is the best, there is no competition. Once you go DM, you don't go back. It's got amazing skill systems, magic and fighting, but personally I prefer the magic, it's simply scintillating! ;) ok, bad jokes aside... You need to try Dartmud. Replay value is 100%, because every time is always different! always. Make friends and enemies, join a player-run guild, be a healer, be a killer, be a crazed lunatic bent on world destruction, whatever!
I first played this mud over seven years ago. At that time I was impressed by its level of detail and quality. I have since found that Dartmud continues to be deeply enjoyable and challenging. As advertised, there are no levels or level restrictions. There are no strict classes. Instead there are skills associated with fighters, mages, and thieves that can be mixed to any extent your character is capable. It is difficult to qualify the upper limits of character improvement in terms of skills (although I have heard of this). Nonetheless, there remains good balance in that even powerful characters are vulnerable and remain subject to ambient social forces. This ensures a good deal of of social interaction. One of the socializing mechanisms in place in game is the fact that "teaching" is a character skill. Hence players can teach each other skills and there is iinentive to do so. This is a pleasant feature as higher level characters can easily have gratifying interactions with newer folks. The theme of the mud is midevil fantasy/magic, however the tone of the mud has a welcome feeling of understatement. Certain skill (thieving for example) are not readily learned as they don't exist in normal social circles. Likewise, magic skills are truly arcane in that spells and their effects are not easily discovered, yet powerful mages remain the most potent forces in the game. One aspect of Dartmud is that the game is difficult to master. This can be daunting for younger players who have experienced other muds. The fighting and magic systems are not only unique but very different from other systems. This adds to the difficulty but, most satisfyingly, improves the depth and ultimate enjoyment of the game. Additionally, apparently this mud is a "no rent" mud which means that a characters items are droppped when they quit from the game. This turns out to be a good thing in many respects. Material items, while valuable, tend to have less importance in contrast to a player's skills in creating or aquiring items. This in turn encourages player interaction. In fact, there are methods to store equipment that can readily be discovered in character. Discovering "how to do things" turns out to be a lot of the fun in this foreign environment. Regarding role playing, it is true that many Dartmud players eschew widely held perceptions. The most readily apparent area where this is true is common language usage. Players speak in modern English, rather that a stylized version of middle English. This is because communication is key within game. People need to understand each other clearly regarding the more difficult aspects of the game. OOC talk within game is readily apparent, and is necessary to communicate more difficult or technical aspects of game mechanics. Ultimately, this doesn't change the fact that many characters have distinct personalities, histories, and motivations. Again, this is not readily apparent to the casual player because there is a tone of understatement within game....
Read More
Dartmud is an excellent role-playing environment for those wishing to escape from their ordinairy lives into something fantastic and immense. I have played Dartmud for over 6 months, every time I log on, I realize that I haven't even scratched the depth of Ferdarchi. The people are without a doubt, some of the most conscious and intelligent role-players with in-depth character concepts that don't stop at traditional "Hack-n-Slash" MUDs. An incredible selection of races, craftable items, skills, and environment makes Dartmud a place to return to again and again.
Dartmudis a friendly Mud and easy to catch on for young users. Rp is extremely inportant to most characters and makes the world of Ferdarchi more fun to live in. If you are new to the mud most people are more than likely to help you in becoming a mage, warrior, or crafter. DM boast a strong set of skills with a easily comprehendable skill system. Most people are friendly and are willing to help your player understand the game. In less than a year I have turned from a clueless newbie into having a half-way decent character. I wish all newbies good luck with this mud. It is most enjoyable.
I decided to try out DartMud tonight, I log on and start through the newbie tutorial. After 10+ minutes or so the tutorial comes to the "quitting" part and I learn DartMud uses a form of the Rent command. Ie, you quit out and your equip doesn't save with you, unless you rent a building etc. Just seems pretty lame, I thought rent was a thing of the past? Would be nice if that part of DartMud was put into the Info Page for DartMud. So others who are anti-rent, like myself, can just skip over this mud and save some time. Thanks
I recently played this mud. At first it seemed good, with a great introduction system and one nice admin, Jiles. However when I entered the mud all that were around were players talking about skill ups, OOC events and other things that belong OOC. But they were saying them ICly. Now from the ad on this site it said Dartmud was a mud where roleplaying was mandatory, but it seemed to me to be alot more like a chat site with skills. The code and combat system was not bad, there have been better but I would call DartMud's code very good. The reason I quit is because for some reason the other players there are very anti-newbie and my character got sick of it with one of the anti-newbie player's, who's character was picking on mine ICly, and got killed for it. It also seems like all the players are afraid to speak to the Immortals, and you cannot even make up your own description. All in all, I think this mud is not very good, and should change its status of being a mandatory roleplaying game to an encouraged roleplay game. Good luck to new players who want to explore this mud, you are going to need it what with the lack of newbie friendliness.
Today is 9.13.2003. I quit dartmut several months ago because I was irritated by the constant cheaters. I've just learned that most of them have been deleted/sitebanned. Looks like this game is on the right way to become even better and more realistic than ever. Rock on, DM creators!
Why do I love Dartmud? The variety of things to do and the realpolitik atmosphere are what have kept me here since I ran across the mud over four years ago. Before I expound on those things, though, I'll describe the mud a bit. Dartmud (DM) is a heavily skill-based, fantasy role-playing LPmud that emphasizes cooperation between players to achieve greater things. DM has a hard learning curve for many people - but, once you've adapted, other muds will feel so easy that you won't be able to play them. PK is allowed and permanent character death is possible, so you can do away with your worst enemy and/or that nitwit who keeps asking you to teach thief skills. There are no 'classes,' but there is a certain amount of difficulty in learning and improving combat skills and magic together. There are also no communications channels or player-to-player long-range communications (mages can learn spells to overcome the latter). Your stats change only through the aging process - though there _are_ ways to turn back the clock - and through the use of temporary spells, potions, and special items. This means the skills you learn and the connections you make are the ways to advance yourself in the world and society. There are a great many skills available. You can learn to fight with weapons (now including bows! Shoot your enemies full of arrows while standing behind a big, tough warrior), with spells of flaming death, or with poisoned blades from the shadows. There are a lot of non-flaming death spells, too. Magic is used for healing, bringing the (non-permanently) dead back to life, and travel, among many other things. The lurkers in the shadows can learn to move unseen and to deprive people of their belongings, both carried and behind locked, castle doors. Anyone can learn the wide variety of crafts: metalsmithing, wood working, sewing, and cooking are a few of the crafting skills available. Explorers will have their hands full, too; DM has lots of rewarding places to investigate (a few quests haven't even been discovered by players yet!) and many require skilled adventurers to get to. The allies you make can be many things: friends, leaders, lackeys, suppliers, healers, sparring partners, teachers, meat shields, and rescuers. The enemies you make will surely have allies (and you _will_ make enemies - as in the real world, some people exist to prey on others), so you'd better have your own network to call on for backup. This leads to sporadic bouts of peace and war as the world's factions unite and divide - often quietly and violently - with a speed that would leave the characters of a daytime soap opera struggling to keep pace. Even the neutral factions don't always survive unscathed. If all this sounds like fun, come check us out. Prepare for addiction.
DartMud is an advanced MUD in a fantasy-rp setting. The uniqueness of this mud is defined by its limitless potential. While not an rp intensive mud, it is still considered advanced or difficult by seasoned mudders. One of the most positive aspects of DartMud is its detail and creativity. This is shown quite clearly in the crafting system. The DartMud crafting system requires its players to gather specific ingredients and hone skills in order to craft an item. For example, to craft a Black Linen Cloak would require the player to gather all the raw ingredients for cloth and dye THEN craft the actual cloth and dye plus have the neccessary skills and tools to craft the cloak and ingredients. The process is incredibly detailed. This differs considerably from most Diku muds where items are crafted from a couple of NPC store bought ingredients and a skill. The fighting and magic systems on DartMud are fairly well done. Specific Limb targeting is possible, which is an advantage over most Diku/Merc muds. It is also possible to destroy body parts and cripple your opponent. The magical spells list is similar to other muds, however, the potential for additions and improvements is much higher then other muds. DartMud has a flexible system due to its code, it is very obvious it is not pre-generated (stock) or an altered pre-generated mud. The Thievery/Stealth system is also quite interesting. Having played a thief/assassin type character, I am well versed in the DartMud stealth system. Becomming a thief in DartMud requires A LOT more patience then in MERC or Diku muds. The system is detailed requiring players to experiment quite a bit before finding out how to be an effective thief. In addition, the player society frowns upon thief/assassins, they're usually killed on sight. Don't let that discourage you if you're thinking of role-playing a thief. A good thief knows how to conceal the fact that they are a thief. One of the quirks that I've discovered is that the DartMud coders/immortals/creators are quite adverse to numbers. There is no experience number, hit point number, or magic points number in their interface. All of the above mentioned is measured in words. For example, in a MERC mud someone may have "LV 1 - sword" or "Sword - 20%", whereas in DarTmud the person would be "Sword: a Tyro". This adds to the difficulty level of the mud. PK is a large factor in how the DartMud character society runs. Characters are killed. Sometimes for political reasons, sometimes for vengence, and sometimes out of irrationality. But, there are a few big rules with PK on DartMud. First, Have a legitimate In-Character reason if you do it. Also, if you are PK'ed you're expected to keep it to yourself, that means no outside discussion about your characters death. That also means any new characters you make should not take vengence for your old character. DartMud can be seen as not "newbie" friendly. New players NO...
Read More
Whoever Bill was a few posts ago I dont think really logged on to dartmud. Perhaps he clicked something else in his mudconnector list, but it doesnt sound like he was in the same place as the rest of us. To be honest Dartmud is not roleplaying intensive, but roleplaying is necessary. The difference is that the roleplaying is created by the community of dartmud. From the sound of it, he came and tried to roleplay it with the same standards he used for other muds, without taking the time to actually learn what roleplaying means there. As many of these reviews say, Dartmud is different than any other mud you will ever experience. Other muds out there seem to be the same thing with different scenery. You will never find anything like Dartmud. And truthfully, in 10 years of playing I have never heard someone there called a "noob". Which made me wonder if he really did click on another mud and thought he was at dartmud, or just making stuff up without even going there.
This mud has to be one of the best I have ever played on, due to it's high realism and detailed approach to everything it has in it. The possibilities in it are virtually endless, from crafting furniture, weapons, wagons, leather, cooking, butchering, farming, fishing, hunting, mining, travelling, metallurgy, herbalism, alchemy, magery, healing, fighting, brewing, archery, thievery... the list goes on, and on... Aside from the huge variations you can have to every character, one huge bonus of this mud is that there is very little available without the player working for it. People simply seeking a H&S will be disappointed to a certain degree, though there are multiple niches they can fill in hunting animals and questing. With extensive race choices from ogres to vampires, and even the capability for a player to be able to reincarnate into any corpse they wish (at a healers discretion) the possibilities are almost endless. Dying is ugly, as it can be a permanent end to your character, but is usually preventable There are almost no numbers in sight within this mud, a further aid to roleplaying, (no players boasting about how they can do 3 more damage than you...) Also, no longer is there a random twisted maze of rooms somehow representing the wilderness of outside, but a proper hex system which takes skill and practise to travel, complete with noise and odours to help you work out where you are. Let's make no mistake about it, this mud is tough to start, and some players can be abusive of new players, but once you've got past the first few days (which are immense learning curves) and wasted your first few chars on noob mistakes :), the game is rewarding and progressive, meaning there should never be an idle moment, as there is no real cap to the capabilities of the player to grow in power and skill, there is always some skill which can be improved upon. Overall, a highly rewarding experience with masses of skills to obtain and practise, an amusing and generally fun playerbase and no need for standing around waiting for things to happen. Come give it a try, stick with it, and you should find it one of the best muds you've ever played.
Well, I had a massive, well thought out post all typed up, only to lose it in a crash. So, I'll just outline my main points. DartMud has massive potential, but is a massive, crushing disappointment if you are planning to Roleplay here. An interesting code, a fascinating backstory, and a detailed world are all squandered here, when they could be one of the great virtual environments on the net. To call this mud Roleplay Intensive is a farce, and really bothers me. While a few players RP, most are too concerned with rushing about slaughtering NPC's, or mobs, to worry about RolePlaying. My impression was that DartMud was InCharacter RP at ALL Times. Well, I soon found I was mistaken. When My light loving warrior saw another character rushing about, killing NPC's, he of course rushed to thier rescue. This was an INCHARACTER reaction, based on my characters mentality. Instead of people RPing with me, they jumped down my throat and called me 'n00b' and other foolish names, saying "It's just a mob, man. Get over it." I have a few more points to make, but I'm tired of writing this, and need to find a way to regain 3 days of my life that I wasted, trying to see what everyones fascination with this game was. In conclusion, alot of potential is wasted here. To call this game Roleplaying intensive, or even RP at all, is a joke and a poor one at that. I give this mud a 3/10, and that's very generous.
I just want to say that no other MUD I've played compares to DartMUD. There's just something about it, whether it be because there is so much too do, complex systems like combat, magery, or crafting, or just the fact that there is always someone to talk to. I've played other MUDs where I, at some times, find myself alone, idling because I have nothing to do. DartMUD never bores me and the people who play it are wonderful. Kudos to the creators who made this MUD great and for making it even better everyday. This MUD is the best around.
Dartmud, the image to myself bring thoughts of friends, great warriors, plots inside of plots inside of plots. Great castles strive to survive and grow, and in the process may enter into a feud or two... This game ever since I have played it has always fascinated me. Just when it seems that I tire of it some new situation, or new craft is learned. One of the strongest points of this mud is the vibrant craft system. Want to be a miner/metallurgist/smith? No problem, put some effort, some time and some witty thoughts and you will find yourself able to craft anything from a chainmail hauberk all the way to a ornate katana to sell or enjoy. Another great feature is that of the great houses. Each great house is run by a group of players who craft, practice, spar, and most of all plot for survival and peace. Want to join a house? Better get some skills and make it worth the Barons or Baroness's time. Seeking the safety of a group of friends to learn from and relax with? Join a house. Each castle is customizable, even if Narg the construction orc is a bit slow, but very expensive. Wish to have ornate woods and exotic leathers adorning the rooms? Go get some! Get stocked up and when construction begins your castle can truly become a work of art. Combat itself is also wonderful, a trade I have chosen myself. Depending on how many limbs you have you can set your allocations. Want to be a daring and reckless swordsman? No problem, set your allocations. Want to be calm, controlled and defensive, go for it. The allocation system allows for any type of fighter to exist. Of course there is also Archery, throwing, two handed sword, hafted... well you get the idea. I can't comment on the magic system as I have never played a mage, but from what I have seen it is much more involved then finding a spell and casting it. Much time and effort (and searching, bartering, stealing and trading) is required to learn a spell. Some spells are closely guarded such as Ressurection and Green Fire Bolt. But make the right friends, or find the right book and you can be among the most powerful mages of all. The player base for the most part is professional and mature. If thats not you best not to stop in. As much fun as Dartmud is it is also a deadly place and rudeness will get you killed as easily as theft... unless you can roleplay your part well. The creators are active, willing and able to help in case of an emergency, but prefer to be left alone to create more wonderful things for the players to experience with. One example of the subtleties of Dartmud involved a Vampire named Malice. This particular vampire terrorized the lands and almost reigned supreme for a time. All the great houses hunted him at...
Read More
Dartmud is the sort of mud that throws everything out the window. After playing the Mud Alderbaren, DM seems like a saint. The combat system is amazing, spells are good (except you cant cast while sitting, I think they think you need your legs to cast), and crafts are very good. The fudel life system with castles, clans, and taxes is very well put together and very well run. It makes the game very fun. Except for the half-hourly lag, the Mud runs very fast.
I am one of the creators of Dartmud, and as such have always been hesitant to write a review of the game. I don't want a review I write to be dismissed as being too biased. So I thought I'd quote a note that was posted on the bulletin board of a popular tavern, and let you make of it what you will. It touches on a number of interesting features of the game. ---------- The Return of Parn I want to take a moment from focusing on the sorrows of our age to give thanks that an old friend, thought forever lost, has been returned to us. Baron Parn, master and founder of Dawn's Glory, hero of the war, man of good humor and remarkably skilled juggler, has been returned to life after over twenty years (*) lost in the underdark. When Parn and Eddard moved Dawn's Glory to Tirachi, they did it in part to escape the warfare that had swept the noble houses of Ferdarchi...to attempt to claim a place to live in peace. Alas, it was not to be so. The vampire Finwraith, acting under direct orders from the power-mad Baron Griffith, foully murdered Parn and hid his amulet in the underdark. It was this betrayal...this act of violence against a man who sought only peace, that finally turned the long tide of the war. Soon, the members of Dawn's Glory struck back, filled with fury and vengeance for their fallen leader...and soon, it was the vampire and his masters who slept beneath the earth. Now, at long last, even that final murder has been healed. I must apologize for being too blinded by my worries of late to properly welcome back our once-fallen brother, but I mean to remedy that now. I am planning a grand tourney in honor of Parn, with contests of skill in jousting, combat, and the magical arts, as well as crafts exhibitions and feasting. I will be contacting the other castles of the land to find citizens interested in aiding in the planning for this event. More information will follow as it becomes available. Baron Parn has returned, and I hope the citizens of Eristan will join me in rejoicing this day! If there are any others with memories of Parn, please post them here alongside mine. ---Baron Ramik of Winterhold ---------- * 1 game year = 1 real month Come get lost in our world. - Flandor
Hmm... DartMud. What can I say? This is the greatest, most in depth game I've played. Ever. That says a lot too, since I've played just about every mainstream game that's come out, and then a lot of the little known rpg's and MUDs. I've only had two big characters in during my DartMud career, and they weren't the most skilled, but they were well respected on the social scene. That's one of the reasons I fell in love with DartMud - you don't have to be a fighter, a mage, or really even do anything to have fun on DartMud, although it helps of course. My second character, Holdan, played out his role as a bard. He didn't live as long as I wanted him to, so he only held one large show, where citizens of DM gathered to hear his poetry and donated to him at the end. That's how he made his living, just barding around. I suppose you could do that on any MUD, but would it really be accepted? How would the participation level be? On DM players love this kind of thing, as do the Imms. While DM is a compeletely classless mud, you can learn the skills to play a crafter, mage, fighter, thief, or a combination of some. I'll start with fighter, since I'm most experienced with that. Fighters enter the world like everyone else. As you develop your skills(brawling, fighting, sword, parry, etc.), you'll go from unskilled, to the highest ranking, agaawel. That's short for As Good As Any Who Ever Lived. Fighters of this skill aren't common, and are respected since death is permanent on DM. Don't offend the higher ups or that might be the end of you. Mages congregate around the mages guild, reading their spellbooks and learning spells, writing scrolls, incanting them, speaking in a magic language, and generally hoarding knowledge. While becoming a decent mage takes FAR more time than it does to become a decent fighter, the power they wield is great. My characters have always been more frightened of angry mages than of angry fighters. They can do everything from creating a dimensional pocket to hide in, to casting fire bolts of various intensities. There are also a few spells known to only the most powerful mages which are guarded very well. I only know these spells exist in the mud, but have no clue as to what they are or do. This only serves to add to the mystique of the whole magic idea. Neat, I'd say. Thieves. Hmph. Not too many of these roaming around... or maybe there are, and they're just good. Thievery skills are another guarded skillset, since most DM players don't appreciate you stealing their money and items. To me, that just makes the idea more exciting. Always on the run, hiding out, sneaking into castles and stealing valuable resources. Your first character more than likely will not be a thief. The craft system on DM incredible...
Read More
In DartMud there are no mud wide channels. OOC conversations can be conducted with others only in the same room as you. You cannot "tell" a person from all the way from the other side of the continent, unless that person is a creator, (bad idea, they don’t like being interrupted unless its a real emergency), though there is a magic spell that has a similar function, but it takes a very long time to reach the target, over an hour sometimes. As with most mud’s, combat is a major part of DartMud, though as with many others, there are other hobbies to pursue. If you do decide to learn combat, it is a bit more involved then picking up a sword and attacking. You have to set your combat allocations, which means deciding how much you want to focus on aiming, or the speed of your attack, or even how much you parry your opponents blows. But as you increase one allocation, you may neglect another, leaving yourself vulnerable. Good fighters often change their styles midfight. Like a chess game, you have to watch the way your opponent attacks, trying to surmise his strategy while countering it with your own. While you don't have to type in something every time you want to swing your sword, you take a more passive role by telling the character how to do the fighting for you. If you are attacked, you automatically retaliate by attacking it in return. But it is possible to change that by "set retaliate to ..." There are no skill levels here per se. When you learn a skill you receive an improve. While your skill list doesn’t show the numerical value of your skills, it converts the numerical value to a word. For example if you had a single improve in a skill you would be "unskilled", if you had 100, you would be "average", if you managed to get 1000 improves your skill would be labeled as "Second to none". There is no maximum your skills can reach. Stats have an enormous effect on skills. A gnome with their amazing detail vision, and nimble fingers would be far better with only a few improves in sewing then a braman (sentient elephants that use their trunks in the stead of hands) with a hundred improves. Can you imagine what it must be like for an elephant to thread a needle? You can see how effective your stats are on a skill by "show aptitude: ". A gnome would most likely have a fair aptitude, while a braman would have unskilled. And there are a wide variety of skills. Ranging from pilfer, allowing you to steal something from a container somebody is wearing, (and even more fun planting it in someone else’s pack "I've been framed!"). To combat skills (parry, aim, attack speed, various weapon skills, etc) To magery (spell casting, channelling (not the WOT kind!) and dozens of spells). To crafting (sewing, smithing, butchering, chandlery)...
Read More
Not just another one of those "kill stuff, get gold and xp, buy new weapons, kill more stuff" muds. There's so much stuff to do on it that I've been playing over 2 1/2 years and haven't come anywhere close to doing all of it. And for all you people who hate muds where the quests are nearly impossible to figure out and you can't ask anyone for help, have no fear. The quests here are actually doable, and most of them actually REQUIRE you to have help in doing them. This mud is, first and foremost, based on cooperation. If you have no friends, you're never gonna get anywhere and you're gonna get sick of it and go play Tetris or something. One of my favorite things about it is the intricate political system. There are several castles (or "Houses") which can ally with each other or declare all-out war, or pretend to be friendly and then backstab each other, or try to blame their covert operations on someone else, etc. etc. etc. (This is another reason why cooperation is so desirable.) The land in general is pretty lawless, however. We don't have enough players to have city councils and stuff, although at one time someone tried to make a city council but people got annoyed and killed them. (On a side note, that's another cool thing about it. Just because it isn't specifically coded doesn't mean you can't do it. You can create a secret society, write and perform a play, have a big ball with fancy clothes and champagne, get married and have funerals, start up your own shop, or whatever else you feel like doing, just because of the intense roleplaying environment. Most people don't do stuff like that but that doesn't mean it can't be done.) What I DON'T like about this mud is the ooc (out of character) cheating that goes on, via ICQ and other such methods of communication. People tend to get so involved in playing that they forget playing a game is all they're really doing. You have people creating new chars to kill the guy who killed their previous char, and 2 day old "newbies" getting in castles run by their buddies and being given expensive items. I don't care who kills who or who lives where, I just wish they'd do it all legally. Still and all, if I didn't think it was a great mud, I wouldn't have been playing it for so long.
Aren't you tired of playing mud after mud which are basically all the same? If you are, look no further.. dartmud.com port 2525 or 207.49.240.62 port 2525 This mud is nothing like the rest.
If you're looking for a Mud that you won't get bored with, DartMud is the place. I've played several muds and never got hooked to any one until I discovered DartMud. There are so many muds that are level based, after a days worth of playing, you are ranked at the top. Boring! In DartMud, reaching the top takes time and effort. There are players in the game who are "As good as anyone who ever lived" who will go to no end in keeping their status that way. All for good reason, because they worked hard at it, and they are very protective over their characters. Some of them are protective to the extreme, but that only gives me, and maybe you, all the more reason to beef up my character to get where those players are. They give me an incentive to play my character to the best of my abilities. DartMud is not as easy as doing a task or two to level. In DartMud, it's all about experience. You never know exactly when you'll gain experience points which makes it even more exciting when you actually do gain some. It's very intriguing. If being a baron or guild commander is not your cup of tea, there are so many other things to achieve. Some of the best players are the ones that roam the streets. There's always something to do in DartMud. farming, magic, fighting, mining, smithing, metallurgy, alchemy, sewing, cooking, thievery, ambush, hunting, herbalism, herding. The list goes on. There's tons of cities to visit. There's even continents to visit with a hex system that makes it feel like you're actually travelling to a whole new world. Partying is encouraged, but not necessary. You'll find that partying with other players will help achieve things or tasks easier. Even some of our Npcs party up (beware!) If you would rather keep the riches all for yourself, partying is not necessary, but it is encouraged. Come check out DartMud (dartmud.com 2525). Give us a week at least to experience at least a hint of what there is to offer.
I've played DartMUD for a fairly long time, and for the most part it has been an enjoyable experience. As other reviewers have noted, it has a strong crafting system, as well as a skill system that is in many ways superior to a level-based mud. In general, DartMUD is better than most muds. In addition to all the things DartMUD has, it also has a skilled group of creators who volunteer their time to write new code, and make the game that much more fun. Newly craftable items, an occasional quest - these are not uncommon here. Finally, the one thing DartMUD could not do without - an unrestricted Player-killing system. This means that if your character, or anyone's character, gets on enough people's nerves, or just makes a mistake somewhere and dies, you might just lose your character. Experience is the best way to avoid dying, but it happens to everyone eventually. Permanent death can be avoided by use of special amulets that preserve a dead player indefinitely, until they can be healed. The PK system is an integral part of the mud. However, there is one major problem with DartMUD: the players. I don't mean all the players, of course - just a few people who make the game not worth playing, and the reason I no longer play. Such people exist in every mud, and are often called "power gamers." In DartMUD, this problem is off the charts because the rules dictate that no "Out of character" (ooc) communcation is allowed between players, if that information benefits their characters in some way. Unfortunately this means that the people who do cheat by communicating on AIM, ICQ, IRC, and other means, tend to dominate the game. These are the people who decide which characters live and which die, and who is allowed to learn what. If you try in earnest to live independently and do well, you will probably lose your character because any skilled character who is not in the ring of cheaters is considered a threat. Any attempts to kill off the reigning characters leads to immediate OOC communication resulting in a coordinated killing of your character, after which the person you killed would probably reroll and rejoin their companions, who would then teach him or her all the skills he or she needs to be a powerful character (again). The only people who could stop the vicious cycle are other cheaters who beat out the originals, or the creators, and the creators do not enforce the rules except in rare cases (in their defense, proving OOC abuse is exceedingly difficult). In summation: If you don't have high aspirations, and simply enjoy a well coded mud in which you can roleplay and craft and explore a variety of places, DartMUD is the best. If you don't think you would have fun interacting with a ruling class of cheating players, then you might be better off elsewhere.
This is my fifth year of playing Dartmud. It has impressed me over the years in terms of several things: variety, detail, and dedicated creators. Over the last two years, these three things seem to have become even stronger -- after taking a short break, I came back to what seemed like a whole new world! A few quick examples: clothing, armor, food, etc. (roleplaying/crafting items) have gone from good but basic to amazingly varied. For someone who wants to do more than just fight, Dartmud provides a constantly challenging enviroment. Becoming better at crafts is an ongoing and fun process... and it includes all the frustrated attempts and subsequent feelings of accomplishment. Overall, I think the creators really care about maintaining an environment in which a player has a choice in "careers" and within those, a great deal of variety.
I've been playing dartmud for a few years, its a great mud, great engine and everything, as you can tell from everyone else. However, there are less people on and less people are actually involved in roleplay. So if you want a truly new system, eg fighting and spellcasting, then dartmud is a great place, however the players are more likely to ignore you and less likely to help you out. Like I said before, its a great mud, with no numbers and all, but the players are lacking roleplaying skills. All they seem to talk about is killing someone or how high they can get their skills, but their is a very few that can role play and are helpful, but their time and numbers are very limited. So come on people, get in there, we need a new set of people, there are too many people lacking the skills to enhance gameplay. What I would really like to do, if I had a powerful character, (my old one died :p ) I would wipe all those who cant play. It seems if your a old player, they will talk to you and everything, probably through fear, but if your a newbie or new character, they won't have nothing to do with you. Its a good mud try it out, once your out of newbie hood and feared enough :)
Hi there, I've been playing muds for about about 5 or 6 years and I very really stay on a mud longer than 2 months. I very picky, they are usually too colourful, too easy, too much talk about real life, its spammed by global channels, players and gods are immature, and on and on. I started playing Dartmud a while ago, can't remeber excatly, but it was a while ago. I'll tell you straight out about the game, it is truly unique and truly a alternative life, I speand easily 10 hours a day on it with the only breaks are about 5 minutes to get something to eat or other things I need to do to survive. The role playing is expected and enforced, characters are unique, you can be anyone, and there IS a unlimited possibities of what you can be. Most other muds, your trapped by classes, like thief, fighter, mage etc. You can be any of those and any thing you can imagine, you can be a blacksmith, a farmer, a explorer, a tailor, I can't tell you them all because there is no end to it. The NPCs have a unique AI and I was talking to a couple thinking it was a player, my favourite is Skull the bar keeper, me and him are good friends, even though hes a NPC mobile. There are castles where you can join if they let you, people get assassinated all the time, usually the most famous or most skilled people. The game is hard, in 2 weeks, I think I went through at least 10 people, most of the time they were exploring and got lost, attacked the wrong people, or simply making other people mad. There are guilds and you can start your own guilds, you can start your own castles, but that requires ALOT of money. The mud is player economy, where shops have limited money, you can sell things to them but when they run out of money, you can either wait till they make some money buy having someone buying stuff from there or wait till they get thier regular allowance. there are 14 races and a few are unique. There is no numbers at all, its all descriptions and it really helps with role playing. I can't say much more, but try it, I read the help files and asked a few questions, and found out this mud was for me, I think I spent about 4 years looking for a mud I really enjoy and I found it. I can keep going on but I noticed I'm jumping here and there, thats because there is so much to it, and I'm getting to excited to go on. Try it out, and if you have a look, you'll realize that it will suit just about everyone, if you want to hack and slash, go for it, but its more realistic, which makes it more fun, if you want roleplay,...
Read More
I have been mudding for about 6 years. I started out with ROM muds, and eventually became a builder on 2. When those phased out, I sought a mud more fulfilling. I wanted more roleplay without the global boards and channels. I didn't want a mud where you only got better if you toasted some npc's/pc's. I wanted more immersion, more realism, more depth. I wanted a more rewarding experience. Dartmud is the end of my six year search for a good role playing game. The detail is so great, you can find a hundred things to do, and still have a thousand more things you have yet to see.
This Mud is really the best existing! I started it, tried some other muds as well, but every single time I came back to DartMud. I decided to stay here because of the really cool players, craftinbg system and,yes, what else, just everything, skills and stuff. The world is made really well, and the descriptrions are cool as well.
Sorry, accidently hit the wrong button last time. :O Now lets say the intruder gets into your castle. He and his cohorts would have to manage to break into your throne room. (often protected by a steel door with the best locks). If he and his friends were skilled enough, by sitting on the throne he would become the castle's Baron. Most of the time, the only way to succesfuly take over a castle would be to have support from another castle. Only the most skilled can do what I have just related. And if this actually did happen, not only would all the friends of the former baron seek revenge, but the new one would need to "rekey" all the locks. The guilds are also important in DartMud politics. The healers guild holds the most valuable spell in the game. "Reincarnation" is what lets a dead character become a live character. If a healer is insulted, it is possible that they may refuse to heal your castle mates. Staying on the good side of the healers guild is always a good idea. The mages guild are a collection of skilled mages, nearly all of which are capable of the most devestating attacks in the form of "fire bolts". Twinks are not tolerated by these short tempered, fiery mages, and may often find themselves toasted (literaly). The fighters guild have the most skilled fighters in all the lands. Some of which may be able to challange the very demons from the underworld. Some specialized combat skills can only be taught by those in the fighters guild. It may be difficult to parry while weilding an axe with both hands, but you would be hard pressed to find a weapon that causes more damage. Traitors to any guild or castle rarely live long. A rouge healer that teaches "reincarnation" to a mage outside the guild may find their head on a spike. I recommend Dartmud to all those seeking a politically driven Mud. But be warned, those playing may find themselves on an emotional rollercoaster. Your best friend may betray you to your worst enemy. Good luck in your travels, -Kesem
Life on DartMud revolved around 7 castles. Each of them built, controlled, and maintained by players. The lord of a castle is called a baron, but by having the baron of another castle swear fealty to you, it is possible to become a viscount. If you manage to get all the castles to swear featly to you, you will become King. But life as a noble is not easy. Aside from paying taxes to upkeep your castles, you have to deal with pretenders to your thrown. Usurpers may band together to try to kill you and take over your castle. How can you defend yourself? Well, if you had unlimited funds to build onto your castle, you could build a moat around your land. Fill it with water, perhaps a few moat monsters. But what if the usurper is a skilled swimmer and an excellent fighter? Castle walls may come in handy. Unless the fool is strong enough to lift an iron portcullis, he would have to climb a 60 foot tall stone wall. Now lets say for now the intruder does manage to get through all your defences.
I've played Dartmud for a number of years now, 3 sounds like a good number. This is amazing to me, because most other games I get bored with inside of 6 to 8 months, depending on how good it is. I play the game, learn how the game works, learn how the skills work, learn about the quests, go up in levels, think of somethign to do and figure been there, done that, and move on to another game. Even though they have different dungeons, quests, etc, they are all the same. Slash this, fight this way, cast that way. I still don't know all the things I can do in Dartmud. My first char was a mohnkee, which didn't last long. Then I made a braham fighter, which lasted shorter. Then a human fighter which lasted for a year or so off and on, not real active in the game. When he eventually died I decided to create a mage. I spent months logging in every day channeling to the golem to get good enough to learn a skill, practiced it a while and discovered I didn't like mages. I don't remember how he died, but it was uneventful. So, been a fighter, been a mage, been there done that, right? Wrong! How come people could make armor and I couldn't? How do I learn to make that? Created a craftsman and discovered I couldn't play solo anymore, to be a good craftsman you needed to learn from people, and for that I actually had to talk to people. So I started to talk to people, and studied up on the castles a bit and learned how to join one. Then died. Okay, so now I'm working on a social character, one who actually makes friends and can do things for people, like make armor, weapons, etc.. And I'm starting to make friends, and watching them die. There are very few people I recognize anymore, permadeath hits everyone sooner or later no matter how powerful, and people make new chars, not just the same one again, so there are always new people to meet. So, now I'm a social miner, and I still know very little about the wilderness apart from the immediate Eristan area. Now I had to learn where the mines were, and found the desert, and ... The game is endless. By the time I learn how to do something new, like mine, metallurgy, smith, they are adding new things. For someone who gets totally bored with a game in 8 months, Dartmud is a great game!
I am going on my 3rd year of playing dartmud. It has been a very bumpy ride, but, it has been worth it. I have gone through numerous characters, most of which died within the week I made them. Life on dartmud isn't always easy. You have to get money to eat (I'm told I was the first person to die of starvation), you have to find water sources to drink from. Of course there are other ways to get food, you can be a farmer and grow and nuture your own crop. You can be an Herbalist and gather food and many other supplies that you can make coin off of. In my journeys in dartmud I have found my niche in the mage class. There is a massive supply of spells. Ranging from spells to send messages to comrades/enemies on a gust of wind. A spell to hide yourself in a little dimensional rip. Healing spells that come in very useful, especially when you out in the wilderness and a hungry Roc grabs you in her talons and then promtly flies a few hundred feet up and drops you. Then there are the spells for fun, like one that makes dogs fart or chills run up and down people's spines. I could bable on and on about spells but I'll stop there. Your body on dartmud is also unique. I don't know many other muds that actually limit you to one item per hand, rather than walking around carrying 2 full suits of armor and an array of weapons in your hands. How could you fight like that? Thieving is also unique. I don't know many other muds where you can steal items from packs that are worn. If it's closed you can open it. The creators on the mud are very open minded also. They often sit down with players and enjoy hearing your feed back, hint of the wise though, try not to suggest anything to hair-brained or enlightenment might come in the form of a big bruise on your forehead. There are endless areas to visit and explore. I hope you give it a try. -Mosiah
I came to Dartmud as a veteran of many muds. From the monsters (anyone remember Gemstone before it went pay?) to the smaller and more roleplay intensive, no mud comes close -- in quality of code, players, atmosphere, or anything else -- than Dm (it *is* similar to Dragonrealms, but better). References to old muds aside now...It's been almost a year now since my character died and I decided to stop playing (though most people continue playing with new characters), and I still come by periodically to see how things are doing. In the last year, and throughout Dartmud's history, there have been wars, assassinations, and shifts of power, so much so that the characters of old fade away and adventurous new characters rise to take their place. Thanks to its tough policy on death, this mud allows for political intrigue and downright dirtiness that you just can't find anywhere else! If this doesn't sound appealing, you aught to give it a try anyway -- though Dartmud isn't for everyone. If you like to chat, you can do that here, but you should also expect to roleplay a lot, and to die on occasion. Don't be discouraged though: my character died about 10 times before he permanently died, and lasted for several years. It's not impossible to keep yourself alive, just challenging. If Dartmud interests you, visit the website of Raven, one of its senior creators, at www.surfon.com/dartmud. Be sure to check out the Gossip and History section, where you can read up on some interesting events that were logged and submitted to the page. I got on there by being eaten by a giant toad -- you can do it too! May your mud hunting end here, Eddard
I admit entirely this game is one of the hardest games on the web, and to achieve any real type of status is more than just setting a few timers to acquire skills (which will get you banned if you aren't at your keyboard watching this mind numbing process), its a very complex system with feudal wars, spies, thieves, hit men, vampires, and all those other things that make me feel small, stupid, and useless. I have been playing this Mud now for about 3-4 years, which is not much to brag about with half the people I know playing it since beta-testing, and I could tell you that I had been the most annoying 15 foot ogre who was murdered, but existing in a necklace waiting to be revived for a real life year (it takes a while to find a necklace that was swallowed by a fish in the endless oceans of Ferdarchi) only to drown in the cities public pool having lost the ability to swim after so long without a body, to the most disgusting 3 foot spyder brandishing 4 swords grappling with a shark like creature that can plow across land as well as sea, to a miniscule halfling who died mysteriously while trying to craft smoked salmon from a rotting thing hanging from his fishing pole. There are so many things to be done in dartMUD, and there is never any end to it, enjoy cooking large cakes for the marriage of an elephant and a catfolk, or climbing a vertical cliff to reach the temple of great fighters, and try to make your mark on its halls. The options are limitless, and as kilts, harps, catapults, and souffles are being worn, played, loaded, and baked you could be there to, adding more complexity to the intricate tapestry of brilliant men and women from around the globe trying to figure out how to deal with the roving tribes of barbarians swarming into battle in towns across Ferdarchi, or where the best mines are in the tropics of Tirachi, or where the secret islands out on the sea are hidden with the great and evil players are bannished for breaking the universal laws. Thanks for listening to the youngest player ever babble about the danger that cradled him. See you there
Simply put, Dartmud is the best, most complex, well-coded, original mud I've ever had the honor to play on. Its virtues are many, its flaws few, and its coders and players near-obsessively dedicated. Dartmud, as other reviewers have mentioned, is set in an entirely original world (the world of Ferdarchi). Ferdarchi is a vast, ranging world, with two large continents, 10+ towns and cities (many with their own languages, monetary systems, and culture), seven houses of nobility (and attendant castles, plotting, backstabbing, subterfuge, and wars), several guilds and secret societies, a fully realized (and gigantic) hex-based wilderness system, and countless quests/dungeons/towers/ruins/etc. for the unwary to perish in. Dartmud features fourteen races, ranging from the fantasy standards (elves, dwarves, halflings, ogres) to the far more esoteric (Spyders, a spider-like humanoid race with four arms and legs, Rowans, a race of blue-skinned magically adept fae-folk, and others). Each race has its own language, and many have thir own hometowns...although the Dwarves and Orcs share a home city, which is hotly contested between them, and changes hands often. Mechanically, Dartmud pursues the holy-grail of RPG immersion - a truly numberless system. Although that goal remains unreached, a truly impressive degree of progress has been made. Player statistics are not expressed numerically, but rather descriptively. Rather than seeing 'Strength : 300' you might see 'Strength : You can arm-wrestle a dragon!' (or, far more common 'Strength : 'pretty weak'). The same holds true in Dartmud's skill ranking system. Dartmud features no classes, levels, or experience points but rather a gigantic array of skills to practice and learn, your degree of mastery of the skill expressed in plain english, from 'Unskilled' to 'As Good As Any Who Ever Lived,' with many intermediate steps in between. For those of you who favor the dark arts, Dartmud has an entirely original skill-based magic system, with hundreds of spells ranging from the warlike 'Green Fire Bolt' to the utilitarian 'Refresh Other' to the downright peaceful 'Dannika's Calm.' Several guilds exist which train and guide young mages, as well as the mages which serve the houses of nobility, the mages of Segliz, Daring's Firemages, the...well ,you get the idea. Following the ideal of complete realism, Dartmud is a Pkill mud...but also thanks to that ideal, murder has very real consequences. If you kill the wrong person, you kill cavalierly, you kill in town, or even if you're just caught in the act, you can expect to be hunted down and punished by your victim's friends. Permanent death is a major part of Dartmud, and as you're getting started, expect to die horribly more than once. Unlike other muds, a death on Dartmud does not mean 'a loss of a few experience and some equipment.' It means you're dead. Period. Forever. Make a new character, bucko. Oh, sure, there are ways to forestall that...spells like resurrect, which allow you to be returned to life if your body is found quickly enough, or soul amulets in which your may...
Read More
I first started MUDding 9 years ago on my local BBS, I was under the impression that MUDs were nothing more than glorified chatrooms with some amusing features that could keep you occupied if there was nobody around to talk to. Then a friend told me about DartMUD. MUDding has never been the same for me since the moment I logged on. When I first arrived in DartMUD I was struck by the level of attention given to every little detail. The MOBs are controlled by highly sophisticated AI scripts, and the descriptions of the rooms are exquisite. As I wandered around town, I ran into an NPC that offered to teach me some of the basic fighting skills. In no time at all I was hacking away at rats with a rusty dagger I'd picked up along the way. At first I was trying my darndest to kill the rats--as fast as possible! Then I noticed I wasn't learning anything, or gaining exp (had I read the help files I would've known that exp doesn't exist on DartMUD). I later learned that in order to improve your skills in combat you have to spar, practicing your techniques over and over, placing emphasis on different aspects of combat as you progress, just as in real life. This is true of all skills in DartMUD. There is no slaughtering of npcs for exp and then becoming a master of sewing. If you want to learn to sew, you'd best get yourself some needles and thread and get to work. The same principle applies to mages. If you want to become legendary for your awesome prowess with firebolts, expect to spend a long time practicing each and every type of firebolt *individually*. Later on, after my fighting skills had progressed somewhat, I decided to try something other than rats. Like the stereotypical tw1nk that I must shamefully admit I was, I walked into the middle of town and attacked an old blind man. Not surprisingly, I was more than a match for him. He was ranting and raving at me, quite obviously insane, and I was laughing at his crazy antics.... until he shouted for help. Within a matter of moments a pair of town guards waltzed in and completely destroyed me, severing a leg and an arm before they finally knocked my head off. Figuring that it was just a minor setback, I tried to log back on.. Name: Thelenian New character. Please enter a password for this character (and memorize it!) Yup, that's right.. DartMUD sports permanent death. Like it says in the description, DartMUD is for hardcore players only. There are ways to sidestep permanent death, but I'll leave those for you to discover on your own. Dartmud.com 2525 (http://www.dartmud.com): ************************************************** -Classless character development -Completely numberless skill/stat interface -All-original combat system -All-original magic system -Complete, Unique, and, most importantly, expanding crafting system. Everything from alum to zinc, or maybe some rat-on-a-stick, if you're into trollish cuisine. original...
Read More
DartMud, a heavily modified version of LP, is the best mud I have ever played. The near classless skill system is second to none. The attention to detail and complexity of mobs and rooms is top notch. The complexity of the game, along with often permanent death and harcore roleplaying can make for a steep learning curve for people new to mudding. All in all a great experience. DartMud features over a whopping 250+ skills. Everything you can imagine from feudal times is represented. From over 20 raw fighting skills, to over 100 different spell skills for combat. But thats just part of it. A multitude of crafting, trade, thievery, and just plain fun skills are also available. Players can learning mining, farming, jousting, acrobatics, herbalism, fishing, and the list goes on. Another great feature of DartMud is attention to detail and hard work that has been put into many of the rooms and mobs. Rarely will any mob just sit there and do nothing. They talk, get up and walk around, give information and interact with players and other mobs. A couple of times I found myself having a conversation with a mob and not even realizing it! Also, the details in rooms can change for you depending on the quality of your vision and the time of the day. Looking at the ground at night might reveal just basic information about the dirt and rocks scattered about. But during times of bright sunlight you might be able to pick up the glint of a hidden piece of armor in the rocks! Dartmud is HARD. No doubt about it, the first time you play you will mostly likely die, and die permanently. Roleplaying is taken fairly seriously here as well. Your hit points are not taken out of a giant pool where you can fight normally at 1 hitpoint, then be dead. The players have bodyparts, which can be disabled and destroyed. You can for instance have your leg broken while in combat and continue to fight, though your combat and movement would be seriously hampered as you would expect with a broken leg. The keyword here is Realism. Almost to sickening levels, this game is as close to realistic as you are likely to find. This can seriously put off players who are new to mudding. Hack and slash fanatics may also not like it. There are strong rules against multiplaying as well. All in all, Dartmud is a great experience. Skills, zones, and other features are being added all the time. Some great features I havent mentioned are hex wilderness, jousting, vampires, multiple languages, 14 races, parties, and a small but mature group of coders. There is also an entire system of castles and feudalism! Complete with loyalty, vassals and devious schemes! What are you waiting for, try DartMUD!