Review Submitted By: Beretil
Author Status: Player
Started on Dartmud: 1996, then again in 2003
Submission Date: Aug 21, 2003
TMC Listing: Dartmud
The following review is the opinion of the review's author [Beretil]
and in no way represents the opinions of this website or its staff.
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 is a
wonderful place to burn your time, and more than likely you'll burn
too much time here. But I have enjoyed every minute of it, whether
dead, alive, fighting, or crafting.
As with any Mud it has it's downfalls. Though the game is extremely
stable and the creators work non-stop to make sure it is kept that
way and bug free. One of the biggest downfalls I know of is the
existence of communications outside of the mud. Which gives some
parties an unfair advantage in politics and war. But when so much
time is placed into making a character it is no surprise that such
things will happen. Other than that I find Dartmud to be a wonderful
place and plan to continue spending my free time in the Lands of
Ferdarchi.