* Continuously operating since 1991 * Tons of quests, 100% original areas. * Consistent, Medieval fantasy feel. * Skill-based mud, no classes or levels at all. * 14 races, 6 never seen elsewhere. * Complex combat system with customizable fighting styles. * Elaborate NPCs which can respond to a variety of stimuli. * 'Real' wilderness system with varied terrain, top-down view. * Numberless interface, describes most variables using adjectives. * Player crafting skills and player-based economy. Farmers and cooks can make a good living growing and selling food. Smiths can forge weapons and armor. Lots more to do than just kill things. * Multiple languages, cities, and cultures. * And, of course, an original spell system.
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For those on a pilgrimage for an in-depth medieval/fantasy RP experience, DartMUD: The Lands of Ferdarchi is the promised land. OOC concepts such as hit points, experience points, and classes are gone. The player interface is numberless, with stats, health, and the various types of fatigue all described in English. There are no 'levels' - everything is skill-based. In-game communication adheres to the physics of the MUD. There are no MUD-wide channels. The implementation of crafting on DartMUD is elaborate. Basic crafting skills such as farming and fishing produce raw materials. Intermediate skills such as metallurgy and milling refine materials for use. Skills such as smithing and chandlery create the finished products. Magic is handled in a unique manner. Magical power is gauged by color. The greatest archmages will command auras scintillating with all the colors of the rainbow. Spells must be learned through quest, apprenticeship, theft, or barter. DartMUD also sports a complex combat system. Skills are practiced by sparring. Experienced warriors can manipulate their style of fighting to spar with novices without hurting them. Masters of the blade are able to parry several opponents simultaneously without breaking a sweat. Lots of MUDs have awesome game mechanics, but DartMUD has something special: a uniquely rich political environment, full of subtle plots, intrigue, deception, and manipulation. DartMUD's feudal system is based on fealty, gained when an individual takes an oath and pledges his/her loyalty to a leader. If a throne is being contested, the would-be lord must amass a greater number of followers than the current ruler. This has spawned wars that have lasted for years and altered the face of the land. Hours are spent planning strategies, spreading propaganda, and setting up quiet assassinations. Death, though often held at bay by soul amulets or timely rescues, can easily become permanent - so conflict is taken seriously. Most important are the people who inhabit DartMUD. Players hail from every walk of life and around the globe (the player of a notorious vampire actually lives in Romania.. go figure). Don't take our word for it - see what our players have to say: 'Pentagon war simulations... are simple and primitive compared to DartMUD.' --player of Tellborn 'I get strange looks for laughing out loud, but I don't get that sort of rush anywhere else but DM.' --player of the late Dorche
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From the outset, DartMud was designed to be a world for hard core players. It is complex and brutal. It was never designed to be unfair, but those seeking an utopia might be better off looking elsewhere. Some of the players claim it is more addictive than most drugs. DartMud features many complex features such as real wilderness, weather, permanent items, real money, real death, diseases, etc. 5 years in development, DartMud is a complex world to explore.
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