r/MUD • u/Erinscar • 9h ago
Promotion Greatest Game of my Life: Everdark
Hi! I don't post much, apologies. I wanted to shoutout a MUD I play.
Everdark—formerly "Poker"—if anyone recognizes it by that name is an older MUD from the '90s (maybe '80s?). Mythic medieval fantasy; there are 10 guilds that act as classes. PVP is optional at higher levels.*
It's very high-quality. Almost all nouns in any room are look/interact-able, and most secondary nouns from there as well. It's open-world and exploratory. There are 10 guilds you can find and join, with unique spells that do genuinely lead to different playstyles. There's an official quest list to help guide adventuring (but if you want to try slaying a lich at level 1, you could).
Quests give quest points that make leveling up easier (most quests also have nice goodies or spells you get, too). They range from taking a couple hours (less than an hour for the earliest ones) to taking months. Most are a mix of engaging puzzles and challenging combat. It took me around 10 years to complete them all.
Combat is very fun (especially past the early-game). I've been playing for most of my life (~11/18 years) and just wanted to share it. It's my favorite game. No other game I've seen has an equally in-depth and expansive world, as unique a player-base, or fascinating history.
It is fairly inactive, with only a couple people online a day, but it's community is very kind and helpful (especially towards new players, lol).
I should disclose I'm a wizard (admin/developer) as of ~1 yr ago. The game is entirely and permanently unmonetized; we wizards volunteer our time for the game and community we love. I in no way materially benefit from people playing.
*There are factions and nobility houses/manors you could join, but the low player-base makes that hard.
Edit: From comments I think it's worth clarifying that guilds operate very differently here than in most (or a lot of) MUDs. Also worth clarifying that PvP is exclusive to opted-in higher-level players.
Guild are easily (though not without temporary penalty) changeable, and you're never forced to join any. They operate more like classes. Factions and role-play intensive groups exist in the nobility and in houses (not that guilds are entirely bereft of those elements). Those aspects of gameplay are more limited with EverDark's lower player-base currently.
Guilds are balanced but distinct. A necromancer plays differently than a cleric, but being a cleric doesn't consign you to struggle in combats.
Edit: Link to play http://www.mudportal.com/play?host=everdark.org&port=3000
(everdark.org, port 3000 on mudlet)